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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. In either case, a given model can't know the same power multiple times. *'''Antimatter Meteor''': Roll 1d6 (Tesseract Vaults add 1 to the roll); on a 3+, the closest visible enemy unit within 24" suffers 3 mortal wounds; on a 6, they suffer d3+3 mortal wounds instead. **Average mortal wounds: 2.33, 3.17 for a Vault. **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. *'''Cosmic Fire''': Roll 1d6 for ''each'' enemy unit within 9"; on a 4+, they suffer 1d3 mortal wounds; or 3 if used by a Vault. **Average mortal wounds: 1/unit, 1.5/unit for a Vault. Either way, you need at least 3 units in range to usually deal more mortals than Meteor does. **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''': Select a visible enemy unit within 18" and roll 1d6 (adding 1 to the roll if used by a Vault), for each model in it. The unit suffers a mortal wound for every 6+ rolled, to a maximum of 10. **Average mortal wounds: 1/6 per model up to 10 models, 1/3 per model up to 10 models for a Vault - after that the math gets much messier, since you can't inflict more than 10. You need to roll against a 15+ unit with a non-Vault to beat Meteor, and a 10+ unit with a Vault. *'''Sky of Falling Stars''': Select 3 enemy units within 24" and roll 1d6 for each; if the result is ''less than'' the number of models in the unit, they suffer 1d3 mortal wounds, or 3 if used by a Vault. An unmodified roll of 6 always fails. **Average mortal wounds by unit size, per unit: **#0 **#0.33, 0.5 for a Vault **#0.67, 1 for a Vault **#1, 1.5 for a Vault (3 such units will let you beat Meteor) **#1.33, 2 for a Vault (2 such units will let you beat Meteor) **#1.67, 2.5 for a Vault (2 such units will let you beat Meteor) **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. *'''Time's Arrow''': Select a visible enemy unit within 18" and roll 1d6 (Tesseract Vaults add 1 to the roll); if the roll ''equals or exceeds'' the Wounds characteristic of any model in that unit, your opponent chooses one of the models in that unit to destroy. **Average wounds lost by target, assuming full health, by Wounds: **#1 **#1.67, 2 for a Vault **#2, 2.5 for a Vault **#2, 2.67 for a Vault **#1.67, 2.5 for a Vault **#1, 2 for a Vault **#0, 1.17 for a Vault **Note that even if a model is missing wounds you still roll against their full Wounds profile, and your opponent is free to choose a wounded model or a model at full health to destroy. **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 Wound models, with Tesseract Vaults, 2-5 wound models. This will rarely do as much damage as Antimatter Meteor will (it requires the target to have an FNP for Arrow to bypass), but the ability to target units behind screens and even characters makes it effective against certain lists. *'''Transdimensional Thunderbolt''': Select a visible enemy unit within 24" (you can't select a character if it's within 3" of any enemy unit, unless it is the closest visible unit - even more restricted than Look Out, Sir!). Roll 1d6; on a 2+ 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" (or 6" for a Vault) ''of the target unit''. On a 4+, they suffer a mortal wound. POWER! UNLIMITED POWER! **Average mortal wounds: 1.67 on the original target and 0.5 per "splash" unit, so 2 splash units lets a non-Vault beat Meteor; for a Vault, 3 splash units tie meteor (meaning meteor is better, as spreading your wounds out across multiple units is worse than focus-firing something dead) and 4 beat it. **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. *'''Cosmic Insanity (Deceiver only)''': Select a visible enemy within 12" and do a contested roll-off (1d6+unit's Ld); the enemy suffers a number of mortal wounds equal to each point by which your total ''exceeds'' theirs. **This means you deal 35/36 (0.97) mortals to an Ld10 target; you need to target an Ld7 unit to outperform Meteor (you'll deal 3.11 mortals to it). *'''Gaze of Death (Nightbringer only)''': Select a visible enemy unit within 9" and roll 3d6. For every 4+ the unit suffers d3 mortal wounds. **Average mortal wounds: 3. *'''Voltaic Storm (Void Dragon only)''': Select a visible enemy unit within 18" (same character targeting restrictions as Transdimensional Thnderbolt) and roll a d6. On a 2+ that unit suffer d3 mortal wounds (d6 if it is a {{W40kKeyword|VEHICLE}}). If the unit is a {{W40kKeyword|VEHICLE}} and its characteristics change as it loses wounds, count it as having half its current wounds when determining what its characteristics are, until the next turn. **Average mortal wounds: 1.67, 2.92 for a {{W40kKeyword|VEHICLE}}. ===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. Note that Seismic Assault on C'tan can still be the best option in some games, but those cases are going to be rarer than on a Tesseract Vault. Some powers are very circumstantial; having a solid 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 a buff in close combat.
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