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===Cryptek Arcana=== As if to make up for all the abuse the crypteks took since 7th ed, they not only get their old specialties back but also a special set of equipment that doesn't count as relics(you can have one of each on a cryptek). The difference here is that these ones cost points/PL in order to get. *'''Atavindicator:''' (+1PL +20 pts) {{W40kKeyword|Psychomancer}} only. At the end of each of your movement phases you pick a non-vehicle enemy unit within 18" of the bearer, roll 3D6 and if the result is equal or higher to that unit's Leadership it suffers D3 mortal wounds. ''Helps a Psychomancer be a bit of a Plasmancer without having to surrender utility for sheer mortal wounds''. *'''Cortical Subjugator Scarabs:''' (+1PL +10 pts) Once per battle, during the enemy Heroic intervention step, one {{W40kKeyword|<DYNASTY>}} unit within 6" can Heroically intervene. Makes picking off a babysat unit of warriors or the crypteks itself a bad idea when another squad is nearby. *'''Countertemporal Nanomines:''' (+2PL +25 pts) {{W40kKeyword|Chonomancer}} only. During your Shooting phase, pick an enemy within 18". Halve charge and advance rolls until your next turn. <u>Makes your Gauss Reaper units unchargeable</u>, as the enemy would need to move 6 and roll a 12 in the charge phase to close the 12" gap. *'''Cryptogeometric Adjuster:''' (+1PL +10 pts) At the beginning of each of your opponent's shooting phases, you can pick an enemy unit within 12" and give them -1 to hit rolls for the entire phase. Could be useful for a cryptek tagging alongside your units in melee, casting the curse on a unit nearby. Eg. charging the guardsman squad screening a Heavy Weapon's Team behind them. *'''Dimensional Sanctum:''' (+1PL +10 pts) Gain Dimensional Translocation. Useful for the two slowest crypteks, allowing the Psychomancer to deep strike alongside Flayed Ones, and the Plasmancer to close the distance and use its MW aura. Useless to a chronomancer since chronometron happens in the command phase (i.e.: before the deep strike), and the technomancer can get a cape of 10" FLY instead. *'''Fail-Safe Overcharger:''' (+2PL +25 pts) In your Command phase, the bearer chooses a {{W40kKeyword|Canoptek}} unit within 9″ and gives them +1A, or +D3A if they’re {{W40kKeyword|Monsters}}. Straight up murderous with a group of Spyders and a Technomancer giving them +1 to hit. *'''Hypermaterial Ablator:''' (+1PL +20 pts) In your Command phase you can pick any {{W40kKeyword|<Dynasty> Core}} or {{W40kKeyword|<Dynasty> Canoptek}} unit within 9" from the bearer and until your next Command phase, they're considered within light cover when shot by enemy units more than 12" away. With the new additions to the {{W40kKeyword|Core}} roster, this can let you buff back-line vehicles or even the Silent King, making them more survivable. *'''Metalodermal Teslaweave:''' (+1PL +15 pts) When an enemy unit ends a charge movement within 6" from the bearer, roll a D6: on a 2+ the unit takes D3 mortal wounds. *'''Photonic Transubjector:''' (+1PL +15 pts) First failed save roll in each turn makes the enemy weapon deal no damage. *'''Phylacerine Hive:''' (+1PL +15 pts) {{W40kKeyword|Technomancer}} only. Once per game, you can use Rites of Reanimation to revive up a model from any unit with Reanimation Protocols, instead of just {{W40kKeyword|Core}}. Useful on spiders or destroyers who lost more than one model so you can revive two with this and rites of reanimation, and even on the Triarch Praetorians. *'''Prismatic Obfuscatron:''' (+1PL +15 pts) Gives the Cryptek the old character rule, only being targetable if they’re the closest eligible target. This is better than Look Out Sir, as the Cryptek doesn't need to be near any other unit to benefit from it and protects him from sniper fire. Enables a lone cryptek (Plasmancer?) to sit on an objective all by themselves, without using up another unit as a bodyguard. You just need to screen them from deep-strikers. *'''Quantum Orb:''' (+1PL +15 pts) {{W40kKeyword|Plasmancer}} only. Once per battle you can place a counter within 24" from the bearer during your Command phase. In the next Command phase you roll a D6 for every unit within 6" from the counter, with -1 for {{W40kKeyword|Characters}}: 4-5 is D3 mortal wounds, 6 is 3 mortal wounds. The token is removed after that. For best use: place on an important objective that your opponent needs to take. Goodbye, castles.
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