Illuminor Szeras

(Entry)
Type: model
Categories: Character, Faction: Necrons, Cryptek, Illuminor Szeras, Infantry
EntryId: 2b74-5621-5b41-730f
Hidden: false
Costs: 7 PL130 pts

Constraints:

max(roster): 1
Options (3)
Rules (1)
Living Metal
At the beginning of your turn, this unit regains 1 lost wound.

Profiles:

Unit MWSBSSTWALdSave
Illuminor Szeras

8"

3+

3+

6

6

7

4

10

3+

Abilities
Master Technomancer:

Add 1 to rolls made for the Reanimation Protocols ability of friendly NECRONS units within 3" of this model. A unit cannot benefit from both the Master Technomancer and Technomancer abilities in the same turn.

Mechanical Augmentation:

At the end of your Movement phase, you can select one NECRON WARRIORS or IMMORTALS unit from your army that is within 6" of this model and has not already been affected by this ability this battle. If you do so, roll one D3 and consult the table below.

Empyric Overcharger:

When a Psychic test is taken for an enemy PSYKER within 9" of this model, that enemy PSYKER suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.

Atomic Energy Manipulator:

If this model destroys one or more enemy units in the Fight phase, then at the end of that phase it can use its Mechanical Augmentation ability as if it were the end of your Movement phase.

Mechanical Augmentation
Augmentation 1:

Add 1 to the Strength characteristic of models in that unit until the end of the battle.

Augmentation 2:

Add 1 to the Toughness characteristic of models in that unit until the end of the battle.

Augmentation 3:

Improve the Ballistic Skill characteristic of models in that unit by 1 until the end of the battle (e.g. Ballistic Skill 3+ becomes 2+).

Used By (1)
Necrons(Catalogue)