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==Powers of the C'tan== Your equivalent of a psyker discipline. Used by your C'tan shard(s)/Tesseract Vault in the '''end of the Movement Phase''' so you can target Characters unless a power says otherwise, and obviously, any buffs your target gets in the Psychic phase don't apply. Unlike some power/psychic tables which present a variety of destructive or supportive abilities, this table's option is in what flavour you would like to inflict mortal wounds; which one is best depends on the situation. They are all potent, and have their own niche for utility, so consider what you are up against before defaulting to Antimatter Meteor. Note that none of these get harder each time they're cast, since they're not Smite - likewise, they can't be denied, and abilities that protect only against psi-based mortal wounds won't stop these. You can either roll for each model that has these, re-rolling duplicates for each model, or just select them, but if you select them, you can't repeat a selection until every power has been taken, army-wide. ===Antimatter Meteor=== Roll 1d6; on a 2+, the closest visible enemy unit within 24" suffers 1d3 mortal wounds; on a 6, they suffer 1d6 mortal wounds instead. If the user is a Tesseract Vault it does D6 mortal wounds on a 5+. Works a lot like the Smite psychic power and is basically the power we use to judge our other powers on. This is great if your opponent is 24" away, they don't have a cheap unit to protect themselves from smite. This will always do something unlike a lot of the other powers, its sheer versatility is what makes it great on both C'tan and Tesseract Vaults. ===Time's Arrow=== Choose a visible enemy unit within 18" and roll 1d6, adding 1 if the caster is a Tesseract Vault. If the roll ''exceeds'' that unit's highest Wound characteristic, one model is instantly slain; you automatically fail on an unmodified 1, so a Vault still has a 1/6 chance to fail against W1 units (which is most of them). Note also that even if a model is missing wounds you still roll against their full wounds profile. This is good against expensive multi-wound units (including characters). Note that this power doesn't cause wounds, this means any abilities that trigger when a model loses wounds can't be used (FNP, Lychguard, etc.). With normal C'tan you want to target 2-4 wounds models, with Tesseract Vaults, 2-5 wound models. This will rarely do as much damage as Antimatter Meteor will, but the ability to target units behind screens and even characters makes it effective against certain lists. ===Sky of Falling Stars=== Pick 3 enemy units within 18", and roll 1d6 for each; Tesseract Vaults subtract 1 from each roll. If the result is ''less than'' the number of models in the unit, they suffer 1d3 mortal wounds. An unmodified roll of 6 always fails. This is better than Antimatter Meteor if you can get within 18" of two units with 5 or more models. This is great for C'tan in many circumstances, it's more circumstancial for Tesseract Vaults because the -1 only really applies against smaller units. ===Cosmic Fire=== Roll 1d6 for ''each'' enemy unit within 9", adding 1 to each roll for a Vault; on a 4+, they suffer 1d3 mortal wounds. You'll want this power if you plan on getting up close and personal, as soon as you get within 9" of 3 units this becomes better than Antimatter Meteor, it can be absolutely brutal if your opponent has more than that. An excellent power for both C'tan and Tesseract Vaults if your opponent fields a list that relies on aura abilities, they'll be likely to clump up and you can deal mortal wounds to their characters. You will most likely want a longer-ranged back-up power if you pick this one, as while it is brutally effective at what it does, you might not be in range every turn. ===Seismic Assault=== Pick an enemy unit within 24" and roll 1d6 (did you spot the theme here yet?) for every model in it. The unit suffers a mortal wound for every 6+ rolled. Tesseract Vaults inflict mortal wounds on 5+. For C'tan it's better than Antimatter Meteor against units with 12 or more models, Tesseract Vaults benefit a lot from their +1 in this case so Seismic Assault from a Tesseract Vault is better than Antimatter Meteor on units with 7 or more models. ===Transdimensional Thunderbolt=== Pick an enemy unit within 24"; this cannot be a Character with less than 10 wounds unless it is the closest model. Roll 1d6, adding 1 if the user is a Tesseract Vault. On a 4+, the enemy unit suffers 1d3 mortal wounds. Then, whether or not the target suffered any mortal wounds, roll 1d6 for every ''other'' enemy unit within 3" ''of the target unit''. On a 4+, they suffer a mortal wound (regardless of the caster being a Vault or not). POWER. UNLIMITED POWER. Another very versatile power because of its range, if your opponent has an MSU list or if they use small chaff units then this power is great on C'tan, it's not as great on Tesseract Vaults because the +1 only applies to the main target. ===Choosing Powers=== You cannot choose several of the same power unless you've taken every other power already. Bringing two Tesseract Vaults and a single other C'tan allows you to take two of the powers you don't want your Tesseract Vaults to have and have two Tesseract Vaults with identical powers. Or if you have two C'tan and a Tesseract Vault you can take the same powers on the two C'tan. Antimatter Meteor and Sky of Falling Stars are usually great on C'tan, while Seismic Assault will usually be bad. Cosmic Fire is usually great on Tesseract Vaults while Sky of Falling Stars and Transdimensional Thunderbolt are usually bad, note that Seismic Assault is still the best option in some games on C'tan, but those cases are going to be rarer than on a Tesseract Vault. Some powers are very circumstantial, having a good backup power is a good idea if you choose to take one of them instead of taking two circumstantial powers, like Sky of Falling Stars and Seismic Assault for example. One thing to note is that for Transcendent C'tan Shards you want to generate your random personality trait(s) before assigning Powers of the C'tan so you don't give them a long-ranged power only to find out that you've got re-roll failed wound rolls in close combat.
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