Cryptek

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Revision as of 20:13, 11 April 2015 by 1d4chan>Zcee Nook (→‎Disciplines)
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Crypteks are the Necrons' equivalent of wizards, although their powers come from an extremely advanced understanding of science, rather than magic (their name comes from "crypt" + "technology"... I know it makes us sad too).

Like wizards, they tended to isolate themselves from the affairs of their fellow Necrontyr, and this has remained the case after being upgraded into Necrons (and the feeling is mutual -- most nobles aren't very interested in how their technology works, so they leave the Crypteks in peace). Those that do associate with others generally do so for patronage -- they join the royal court of an Overlord or Phaeron and lend their powers and advice in exchange for a first pick of the spoils of war, rare technology, or other favors. Of course, while Crypteks usually don't bother with the political affairs of the noble courts, they are always busy with their own inter-academic rivalries.

Disciplines

Crypteks specialize in one of several disciplines to focus their studies and gain more powerful tools.

  • Harbingers of Despair or "psychomancers" are all about manipulating minds, mostly causing fear.
  • Harbingers of Destruction or "plasmancers" shoot fire and light to wreck things.
  • Harbingers of Eternity or "chronomancers" play tricks with time -- speeding it up, slowing it down, shifting people into or out of phase with it, or even (in the case of Orikan the Diviner) running it backwards.
  • Harbingers of the Storm or "ethermancers" control the air and weather, and in battle, they call down the lightning.
  • Harbingers of Transmogrification or "geomancers" are rather like alchemists -- they can transmute matter from one form into another, or animate it temporarily (which is good for causing earthquakes). Somehow they are able to rock your armor off, OW YEAH!!!!
  • "Astromancers" read the patterns and movement of the stars to predict the future.
  • "Biomancers" these are the guys who do experiments on organic races.

There are other disciplines, but the first five are the only ones who go to battle on a regular basis.

And then the 7th struck. Takeing away this glorious collection of stuff and gear we were introduced to a the HQ that now ( for some fun reason)cost the same as a 5th lord with a rec orb. and fun fact: it is giveing them +1 to their Reanimation. now that would not be so bad was it not for the T4 and the 4+ save...

still as an HQ if you dont have the points to make a reclamation legion you should take this guy and just simply stick him to the most important unit (that would be Immortals or a huge group of Warriors) should keep them alive.

can take a little thing that gives you a 5++ agianst shooting.

Famous Crypteks

Forces of the Necrons
Command: Cryptek (Chronomancer, Plasmancer, Psychomancer) - Lokhust Lord
Necron Lord - Necron Overlord - Phaeron - Skorpekh Lord - Royal Warden
Troops: Apprentek - Cryptothralls - C'tan Shards - Deathmarks - Flayed Ones
Hexmark Destroyers - Immortals - Lychguards - Necron Warriors
Ophydian Destroyers - Pariahs - Skorpekh Destroyers - Triarch Praetorians
Constructs: Canoptek Doomstalker - Canoptek Plasmacyte - Canoptek Reanimator
Canoptek Spyder - Canoptek Wraith - Crypt Stalker - Scarab
Seraptek Heavy Construct - Tomb Sentinel - Tomb Stalker
Triarchal Menhir
Vehicles: Annihilation Barge - Catacomb Command Barge - Dais of Dominion
Doomsday Ark - Ghost Ark - Monolith - Tesseract Ark - Triarch Stalker
Flyers: Canoptek Acanthrite - Doom Scythe - Lokhust Heavy Destroyer
Necron Destroyers - Night Scythe - Night Shroud
Structures: Convergence of Dominion - Necron Pylon - Sentry Pylon - Starstele
Super-Heavy
Vehicles:
Abattoir - Æonic Orb - Doomsday Monolith
Megalith - Obelisk - Tesseract Vault
Necron Fleets: Tomb Blades