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Games Workshop - Warhammer 40,000 - Necrons Chronomancer

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Their Triarch’s Will warlord trait lets them only select four protocols, and use one for two battle rounds instead of one.

The Szarekhan have two things going for them – they’re good at countering psykers, and their wound re-rolls favour a list with a large number of small shooting units. The former is not super relevant right now, with psychic heavy armies at a very low ebb, but that could change on a dime if Craftworlds, Thousand Sons or Grey Knights get a big boost next year. As it is, Szarekh himself in a supreme command gets access to the stratagem (though not the Code as he’s a Dynastic Agent), which gives you some nice incidental protection against what few space wizards there are out there. Many a Necron Overlord would dearly like to see Orikan punished for this quiet insolence. However, not only is such a course of action impolitic -- the benefits of being able to call upon Orikan's skills greatly outweigh any offence caused by his manner -- it is also almost entirely impossible. Orikan knows the plans of his rivals and enemies long before they do, and it is child's play for him to exploit such schemes to his personal advantage -- an alteration that, more often than not, involves a fatal outcome for the original plotter. All in all, you end up with a Dynasty that’s once again in the weird place of having some good stuff they can do, but being outclassed at pulling it off by other options. Sautekh The Szarekhan (and the Silent King in whatever army he runs with) get a couple of additional options to mess with the ability as well:There are those within the Dead Cabal, however, who have become increasingly aware that someone or something is working against them.

Technomancers possess the power to augment and swiftly repair Necron units and Canoptek constructs in the field. Some Technomancers use Canoptek Cloaks to flit swiftly to wherever they are needed most, while others employ the nanoscarab beams of their Canoptek Control Nodes to augment from afar. Accomplished psychomancers are amongst the most keenly retained of all Crypteks due to their command over the powers of the mind. Necrodermis - Like all Necrons, Orikan's body is built from the self-repairing living necrodermis metal, granting him the unholy resilience common to his kind. Warlord Trait – The Triarch’s Will: Choose four protocols instead of five, and assign one of those chosen to two battle rounds.

Nevertheless, the Necrons place great store in such things, and his position within the dynasty is for now assured.

As court chronomancer, it is Rahkoz's duty to manipulate milestone historical events, whether past, present, or future, to the benefit of the Suhbekhar Dynasty. Dynastic Heirlooms – 1CP: Extra relics, usable once in Incursion, twice in Strike Force and three times in Onslaught. Yes please. A Temporal Snares - A Temporal Snare is a Necron device that warps the fabric of space-time itself, creating a bubble of altered space-time where time flows more slowly for anyone or anything trapped within it. They are only carried by the Cryptek Orikan. Each Temporal Snare is a technologically-advanced temporal trap that can severely impede enemy movement once it is activated, whether those trapped within its field are vehicles or infantry. Thus, even when traversing the smoothest of terrains, once a snare is activated, enemy units can still find themselves moving at a snail's pace from the subjective perception of those observers outside the device's range of effect. Just like most armies, Necrons have sub-factions each specialising in different aspects of warfare, in this case the Dynasties. Most units have a keyword, which you replace with the name of one of your choice when adding them to your army. Choosing to draw a whole detachment from the same Dynasty allows units in that detachment (other than Dynastic Agents and C’tan Shards) to benefit from a Dynastic Code, boosting their capabilities.The Ancients Stir: Add 1″ to the move of CANOPTEK models, and they can pile in and consolidate 4″. Scarabs, Wraiths and Spyders are all really, really good (and one of the Forge World options is very cheap too), and if you want to run a pure melee monster mash you can do worse than comboing this with Rad-Wreathed. B Protocol of the Hungry Void: Additional -1AP on 6s to wound when fighting OR +1S in the first round of combat. Favoured by Novokh. from Hungry Void. This is substantially above the curve compared to all the other offensive buffs here, and if you time it right this can be horrific. To date, the court chronomancer of the Suhbekhar has kept his concerns to himself, for to admit he is anything other than omniscient would seriously erode his power and influence.

Relic – Conduit of Stars: A relic relic gauss blaster. No that’s not a typo. It’s a relic of a relic weapon. Keep up. Anyway, it has an extra 6″ range, extra shot (so two extra in half range because it’s rapid fire) and +1S.Warlord Trait – Blood Fueled Fury: Inflict a mortal wound on an unmodified wound roll of 6 in melee. Technomancer: These masters possess the power to augment and swiftly repair Necron units and Canoptek constructs upon the battlefield. [7a] Protocol of the Vengeful Stars: Additional -1AP on 6s to wound when shooting OR ignore Light Cover within half range. Favoured by Mephrit, surprising no one who’s familiar with them.

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