The Deceiver

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 1e51-062d-18ab-2342
Hidden: false
Costs: 300 pts

Constraints:

max(force): 1
Rules (12)
Deceive
In the Shooting Phase, the Deceiver can visit an enemy unit with visions of their destruction realistic enough to shake the bravest. The power has a range of 24", requires a line of sight and cannot be used on a unit that is in close combat. The unit must take a either a Moral test or a Pinning test at the whim of the C'tan using the power, even if they would normally pass such a test automatically. This does not extend to vehicles.
Grand Illusion
A Necron army commanded by the Deceiver may adjust its deployment after the enemy army has deployed by before the first move. This option is exercised after all infiltrators, scouts, etc. have moved. The Necron play nominates a unit and rolls a D6. On a 1-3 the unit may be reployed subject to the deployment rules for the mission. On a 4-6 the unit nominated may be redeployed subject to the deployment rules for the mission and a further unit can then be nominated. This process could result in the entire army being redeployed.
Dread
If it is not in close combat in the Necron Assault Phase, instead of making an Assault move The Deceiver can affect the perceptions of a single enemy unit with at least one model within 24" so that they regard any unit assaulting them as being particularly terrifying. The unit must take a Leadership and if it fails, models in the unit will hit only on a 6 in the ensuing Assault Phase. Ths cannot be used on vehicles, fearlyess units, or any other model without a Leadership characteristic.
Misdirect
If in close combat during the enemy Assault phase the Deciever may choose to leave close combat before blows are struck. Make a fall back move in any direction; the enemy may only consolidate.
Monstorous Creature
Ignores Armor Saves
Independent Character
Individual model. Can join other units in battle
Fearless
Automatically passes any Morale checks
Immune to Natural Law
C'tan are able to warp reality around them to varying degrees. C'tan ignore terrain when moving, will tend to float above impassable terrain and cannot claim to be "inside" objects to avoid being shot at. When attacking models in or behind cover, C'tan count as having frag grenades so will strike simultaneously.
Necrodermis
C'tan have a Invulnerable save of 4+. If it loses all of its wounds, the nexrodermis is breached and the essence of the C'tan is released. This inflicts a S6 hit on every model within D6" of the C'tan with no Armor Save possible.
If a Wraithcannon inflicts instant death on a C'tan it will not be transported to the warp but will take a wound without the benefit of its Invulnerable Saving throw. If a C'tan phase sword or knife strikes a C'tan it will inflict no wounds.
Drain Life
A C'tan's close combat attacks drain the life energy from its opponents. Any model reduced to 0 Wounds by a C'tan will not regenerate or recover because of bionics, nartheciums, exsanguinators, or any other similar wargear.
Manifestation
The C'tan is a living god. Any unit that wishes to assault the C'tan must take a Leadership test. If the test if failed, the unit's nerve crascks in the face of ageless evil and it may not make an assault that turn.
Above All Others
C'tan may not join friendly units and may be picked out by enemy shooters even if within 6" of other targets.

Profiles:

Unit WSBSSTWIALdSv
The Deceiver

5

3

9

8

5

5

4

10

4+

Modifiers:

set max(force) 0
1 selections of The Nightbringer in force (recursive)
Used By (1)
Necrons (2002)(Catalogue)