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====Crypteks==== Necron support characters, they're physically weak (T4 W4 1A 4+) but '''Dynastic Advisors''' allows you to take a second Cryptek for every non-Dynastic Agent Cryptek if a Noble is also present. Cannot be Warlord in armies where a Noble is present (see "The Royal Court" rule). There are four flavors (and 2 special character variants): *'''[[Image:Chronomancer.jpg|175px|right|]] [[Chronomancer]]''': The Chronomancer's Chronometron grants one {{W40kKeyword|<DYNASTY>}} unit charge re-rolls and a 5++ invuln save for a turn. Note that the target does not need to be a {{W40kKeyword|Core}} unit. They also happen to move at the same pace as a certain new {{W40kKeyword|Destroyer Cult}} unit... They are the only cryptek who have staff options: either the antitank 18" Assault 1 S8 AP-3 ''D3+3'' Entropic Lance, or an 18" Assault 1d3 S5 AP-2 anti-infantry Aeonstave that ignores invulnerable saves. Both are S(User) in melee, though. They're also the most capable Crypteks in melee by having three extra attacks with their Chronotendrils, and indeed melee units being veiled forwards want to be next to them (chronometron happens before the movement phase) to get the charge re-roll on top of the invuln...but Chronomancers are still support first and foremost, and not really combatants themselves. A good use of the Hypermaterial Ablator to effectively buff two Warrior blobs at the same time: cover in the open for one, a 5++ for the other one. 20-40 models protected! *'''[[Image:Tg24Qtk3WJ8fkF8z.jpg|175px|right|]] [[Plasmancer]]''': The variant of the Cryptek from Indomitus, their plasmic lance being 18" Assault 1d3 S7 (1 attack S:User in melee) AP-3 D2 of plasma fun. This robo-wizard is the cryptek explosionmancer, tossing out a fair number of mortal wounds (from a non-psychic source, can't be Denied), but that's basically all he is good for. After moving, you get the chance to deal up to 3 MW on the closest visible enemy unit within 24". And in the fight phase (even if not engaged) Plasmancer has the chance to deal a MW to each enemy unit within 6" on a 4+ (for each unit), which can be irritating, though he needs to get close and lacks an inv save. Model has fly and a slow move speed. **Strong synergy with {{W40kKeyword|Nephrekh}} since model normally lacks an invulnerable save and the mortal wound ability is a lot more useful with the increased movement (auto 6" advance bonus, so 11" per turn). *'''[[Image:Psychomancer.jpg|175px|right|]] [[Psychomancer]]''': An unreliable but flexible debuff character, with a -1 Aura to enemy Leadership and combat attrition tests. Plus, you can choose an enemy unit within 12" and roll 3d6 - if you beat the highest Leadership in that unit, they suffer one of the following of your choice until your next morale phase: ** They can't perform actions, and if they are currently performing an action, the action automatically fails. ** They lose Objective Secured. ** Their Advance and Charge rolls are halved, pinning them in place: at a mere 12" (reaper) range the enemy needs a full 12" charge to reach you, after moving 6" towards you. ** They can't fire Overwatch and must Fight Last, making the enemy easy prey for your units. *'''[[Image:Cryptek.jpg|175px|right|]] [[Cryptek|Technomancer]]:''' Space undead egyptian apothecary. Its Rites of Reanimation allows it to pick a {{W40kKeyword|<DYNASTY> Core}} unit within 6" and revive 1 model, or D3 if the unit is Warriors. You can either give him a Canoptek Cloak (the chad Forgebane model) or a Canoptek Control Node (the virgin resin one). The Canoptek Cloak allows Crypteks to keep up with speedier units and act as techmarines by providing an extra D3 healing for any {{W40kKeyword|<Dynasty>}} model with Living Metal. The Canoptek Control Node instead gives +1 to hit to Canoptek units within 6" turning 3 Spyders into a whirlwind of claws (combine this with the Fail-Safe Overcharger for 15+3D3 S8 AP-3 d2 attacks hitting on 3s); with most of canoptek units being {{W40kKeyword|CORE}} now, they can not only buff them, but also revive 1 a turn, incredible especially with the aforementioned spyders unit. **With cloak, can heal The Silent King provided they both share the same {{W40kKeyword|<Dynasty>}}
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