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C’TAN Gods from Ancient times, the C’tan appear as metallic The C’tan wield the primal energies of creation. Their power is such skinned apparitions floating above the battlefield. Phantom that they can defy natural laws and alter the fabric of reality itself. ethereal winds howl around their vestments, wreathing them Even if a C’tan is destroyed in a battle, its essence will reform in a in ghostly fires that emanate from deep within their bodies. Necron Tomb and return to wreak its vengeance later. their touch is death and look upon their countenance is to gaze into an abyss of time that has known the span of million of years. Though they choose to appear as humanoids, they are utterly alien, and exist only to serve their own ends. A Necron Apocalypse army may include one C’tan. If selected it will count as an HQ choice if a Force Organization chart is used. All C’tan have several abilities in common. These are defined below and apply to any C’tan used. Supreme Commander: The experience of over 60 millennia has provided the C’tan with knowledge of warfare that only Gods could understand. All friendly units (except C’tan) within 12” of a C’tan gain the following special rules: Fearless, Relentless, Counter Attack, Move Through Cover, Tank Hunters, and Preferred Enemy (Everything!). The C’tan lead the charge of their armies and therefore may never be placed in reserve. Immune to Natural Law: The C’tan are able to warp reality around them to varying degrees. They can walk on air, pass through solid objects and generally show off. C’tan ignore all terrain and enemy units while moving, will tend to float above impassible terrain and cannot claim to be inside objects to avoid being shot at. C’tan never take difficult or dangerous terrain tests and count as having assault grenades. Necrodermis: In their natural state, C’tan are immense energy beings. When they walk among mortals though, they are clad in a Necrodermis which binds their essence. A C’tan has an Invulnerable save of 3+ and the Eternal Warrior special rule. If it loses all its wounds, the Necrodermis is breached and the essence of the C’tan is released. This inflicts a S9 AP1 hit on every model within 3D6” of the C’tan. If the C’tan would ever automatically be removed from play it instead takes a singl e wound with no saves allowed. If the C’tan would ever take multiple wounds from a weapon/effect (such as double wounds, D3 or D6 wounds), it instead receives 1 wound. Finally, if a C’tan Phase Sword or Warscythe strikes a C’tan it will inflict no wounds and will be absorbed into the Necrodermis, disarming the attacking model. C’tan Phase Weapons: The C’tan can re-shape its Necrodermis at will to form blades, spikes, or blunt weapons capable of slicing and breaking through any object irrespective of its physical properties. Energy shields, armour, even daemonic bodies are of no defense against a Phase Weapon. A C’tan’s close combat attacks are AP1 and have the Armourbane, Fleshbane, and Instant Death special rules. In addition, all successful invulnerable saving throws must be re-rolled when saving against wounds caused by a C’tan Phase Weapon. Against Gargantuan Creatures and any unit that is immune to, or modifies FleshBane weapons, use the C’tan’s base Strength instead to wound. Gargantuan Stomp Attack: C’tan may execute a stomp attack in the same way as other Gargantuan units, if they do so they make their Stomp attack at WS2 and I1 and may not use any of their own special abilities including their phase weapons. If a C’tan executes a stomp attack they may not use any other abilities in the Assault Phase. Drain Life: A C’tan’s close combat attacks drain the life energy from its opponents as it feeds on their souls. For each model reduced to 0 wounds by a C’tan roll a D6, on a 6 the C’tan immediately re-gains a wound previously lost in the battle up to its maximum number of wounds. If the unit type drained was a gargantuan creature, then the roll is passed on a 2+. Daemons and models without a wound characteristic are unaffected. Manifestation: Despite being contained within the Necrodermis, the C’tan is a living god. The sheer power on display is extremely intimidating. Any unit that wishes to assault the C’tan must take a Leadership test. If the test is failed, the nerve cracks in the face of ageless evil and it may not make an assault that turn. Above All Others: Being Gods, the C’tan cannot be altered by the mortal creatures that plague the universe, A C’tan can never have its WS, BS, S, T, I, A, LD, or SV reduced or removed by any means and will always use the stats listed in its entry. Living Gods: C’tan are assumed to pass all Morale and Leadership checks, even if failure is normally automatic, and cannot be pinned. NOTE: Rules updated as of 12/31/12 for 6 th edition.

Necron C'Tan Apoc Rules 6th edition

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An ALPHA version of the Necron C'tan Aopcalypse rules. This was written with the older background for the Necrons in mind. I will be play-testing these rules when time allows but for now anyone may download my rules and comment on what they thought of them or how balanced or un-balanced they felt for their games.

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Page 1: Necron C'Tan Apoc Rules 6th edition

C’TAN

Gods from Ancient times, the C’tan appear as metallic The C’tan wield the primal energies of creation. Their power is such

skinned apparitions floating above the battlefield. Phantom that they can defy natural laws and alter the fabric of reality itself.

ethereal winds howl around their vestments, wreathing them Even if a C’tan is destroyed in a battle, its essence will reform in a

in ghostly fires that emanate from deep within their bodies. Necron Tomb and return to wreak its vengeance later.

their touch is death and look upon their countenance is to

gaze into an abyss of time that has known the span of million

of years. Though they choose to appear as humanoids, they

are utterly alien, and exist only to serve their own ends.

A Necron Apocalypse army may include one C’tan. If selected it will count as an HQ choice if a Force Organization

chart is used. All C’tan have several abilities in common. These are defined below and apply to any C’tan used.

Supreme Commander: The experience of over 60 millennia has provided the C’tan with knowledge of warfare that

only Gods could understand. All friendly units (except C’tan) within 12” of a C’tan gain the following special rules:

Fearless, Relentless, Counter Attack, Move Through Cover, Tank Hunters, and Preferred Enemy (Everything!). The

C’tan lead the charge of their armies and therefore may never be placed in reserve.

Immune to Natural Law: The C’tan are able to warp reality around them to varying degrees. They can walk on air,

pass through solid objects and generally show off. C’tan ignore all terrain and enemy units while moving, will tend

to float above impassible terrain and cannot claim to be inside objects to avoid being shot at. C’tan never take

difficult or dangerous terrain tests and count as having assault grenades.

Necrodermis: In their natural state, C’tan are immense energy beings. When they walk among mortals though, they

are clad in a Necrodermis which binds their essence. A C’tan has an Invulnerable save of 3+ and the Eternal

Warrior special rule. If it loses all its wounds, the Necrodermis is breached and the essence of the C’tan is released.

This inflicts a S9 AP1 hit on every model within 3D6” of the C’tan.

If the C’tan would ever automatically be removed from play it instead takes a single wound with no saves allowed. If

the C’tan would ever take multiple wounds from a weapon/effect (such as double wounds, D3 or D6 wounds), it

instead receives 1 wound. Finally, if a C’tan Phase Sword or Warscythe strikes a C’tan it will inflict no wounds and

will be absorbed into the Necrodermis, disarming the attacking model.

C’tan Phase Weapons: The C’tan can re-shape its Necrodermis at will to form blades, spikes, or blunt weapons

capable of slicing and breaking through any object irrespective of its physical properties. Energy shields, armour,

even daemonic bodies are of no defense against a Phase Weapon. A C’tan’s close combat attacks are AP1 and have

the Armourbane, Fleshbane, and Instant Death special rules. In addition, all successful invulnerable saving throws

must be re-rolled when saving against wounds caused by a C’tan Phase Weapon. Against Gargantuan Creatures and

any unit that is immune to, or modifies FleshBane weapons, use the C’tan’s base Strength instead to wound.

Gargantuan Stomp Attack: C’tan may execute a stomp attack in the same way as other Gargantuan units, if they do

so they make their Stomp attack at WS2 and I1 and may not use any of their own special abilities including their

phase weapons. If a C’tan executes a stomp attack they may not use any other abilities in the Assault Phase.

Drain Life: A C’tan’s close combat attacks drain the life energy from its opponents as it feeds on their souls. For each

model reduced to 0 wounds by a C’tan roll a D6, on a 6 the C’tan immediately re-gains a wound previously lost in the

battle up to its maximum number of wounds. If the unit type drained was a gargantuan creature, then the roll is

passed on a 2+. Daemons and models without a wound characteristic are unaffected.

Manifestation: Despite being contained within the Necrodermis, the C’tan is a living god. The sheer power on

display is extremely intimidating. Any unit that wishes to assault the C’tan must take a Leadership test. If the test

is failed, the nerve cracks in the face of ageless evil and it may not make an assault that turn.

Above All Others: Being Gods, the C’tan cannot be altered by the mortal creatures that plague the universe, A C’tan

can never have its WS, BS, S, T, I, A, LD, or SV reduced or removed by any means and will always use the stats

listed in its entry.

Living Gods: C’tan are assumed to pass all Morale and Leadership checks, even if failure is normally automatic, and

cannot be pinned.

NOTE: Rules updated as of 12/31/12 for 6th edition.

Page 2: Necron C'Tan Apoc Rules 6th edition

Deceiver Mephet’ran Points 1750

The Deceivers greatest achievements are wrought from deception “I wanted to know how the galaxy had fared, who was left after the

and lies, its empire of fear built upon manipulation and mistrust. plague. You can’t imagine my surprise on finding your kind and the

Subtle and charming, its web of half-truths and outrageous Krork scattered everywhere. I’ve seen you Humans trying to forge an

falsehoods have led planets to their doom and great leaders into empire in the name of a corpse. I have seen your churches to the

slavery, all for the mocking amusement of the lord of deception. machine. Racially, your fear and superstition are most gratifying.

In ages past even when the Necrontyr were still clothed in flesh, You make excellent subjects. And no, I am not a Necron.

the other C’tan learned to shun the influence of the Deceiver. You mistake the slave for the Master. You’ll understand better

when I take you back inside.”

The Deceiver has spent millennia abroad in the galaxy gathering

followers and interfering with attempts to disturb its brethren. “And how wonderful when they bring gifts. You will not be aware

The Messenger has living followers once more among the ranks of this but the polymorphine drug you metabolize so often gives a

Of the Adeptus Mechanicus, and with them has gathered many humans essence such a delicate flavouring.”

Pariahs to become its new slaves.

Unit: Deceiver

Type: Gargantuan Creature

Weapons

The Deceiver does not carry weapons and uses its own body as C’tan Phase Weapons

Special Rules Strategic General: The Deceiver has mastered both battlefield tactics and enemy defense analysis. The Deceiver knows exactly

how to deploy his assets to most effectively destroy enemy fortifications. The Deceiver grants the army the Flank March and

Strategic Redeployment Tactical Assets.

Deceive. In the shooting phase, the Deceiver can visit enemy units with visions of their destruction realistic enough to shake the

bravest. This power has a range of 36”, requires line of sight and cannot affect a unit in close combat. Pick D3 enemy units within

range; each unit must take either a Morale test or a Pinning test on 3D6 at the whim of the C’tan using the power, even if they

would normally pass such checks automatically. If a fearless unit is forced to take a morale test and fails, that unit suffers

wounds equal to the amount it lost by with no armour or cover saves allowed. Does not affect Daemons, Vehicles, or Gargantuan

Creatures.

Grand Illusion. At the beginning of the opponent’s shooting phase, nominate D3 friendly units within 36” of the Deceiver (not

itself) to be the target of the Deceiver’s Grand Illusion. If any of those units are targeted by a shooting attack roll a D6, on a 4+

the Deceiver has tricked the enemy unit into firing at an illusion somewhere else on the battlefield. If there is another enemy

unit within 18” of the unit targeted, that unit instead receives the attack. The Necron player chooses how blast and template

weapons are placed. If no enemy unit is within 12” the attack misses.

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 D3 enemy units within 36” so that they regard the entire battlefield as being particularly terrifying. Each unit

must take a Leadership test on 3D6 and if failed, models in the unit will hit only on a 6 in close combat in assault until the end of

the following player turn. This does not extend to Vehicles, Fearless units, or any other model without a Leadership

characteristic.

Misdirect. If the Deceiver or any friendly units within 18” are in close combat during the enemy Assault phase those units may

choose to leave close combat at the beginning of the fight sub-phase before any abilities are used. Each unit that attempts to

disengage from combat must take an initiative test, if successful that unit immediately makes a fall back move in any direction

completely ignoring the enemy unit(s) it was engaged with while it moves. The enemy units may only consolidate as the Deceiver

leaves an illusion for the falling back unit(s) to occupy and frustrate the enemies.

Swarm of Spirit Dust. Spirit Dust surrounds the Deceiver and nearby friendly units to confuse and daze enemies from shooting

and assaulting. Enemy units treat all terrain within 12” of the Deceiver as difficult terrain. The Deceiver and all friendly units

within 12” count as having defensive grenades and gain the Stealth and Shrouding special rules.

THE DECEIVER

WS BS S T W I A Ld Sv

6 4 9 9 8 6 4 10 3++

Page 3: Necron C'Tan Apoc Rules 6th edition

Nightbringer Kaelis Ra Points 2500

The Nightbringer is death incarnate; a sadistic god with the Uriel had barley perceived vision of a gaunt, mouldering face with

power to unmake the stars. It delights in inflicting pain and twin pits of yellow glowing weekly from within. There was insanity

suffering not only to feed, but simply because it can. Its gaze and a raging, unquenchable thirst for suffering in those eyes. A cloak

is death and its mighty scythe has feasted on the deaths of of ghostly darkness hid its true form, a pair of rotted, bandage-

civilizations. With a starship imbued with a measure of its swathed arms, all which penetrated its nebulous outline. One limb

power, the Nightbringer has destroyed entire star systems on a ended in long, grave-dirt encrusted talons, the other in what appeared to

whim and gorged itself on the death agonies of countless billions be a huge blade of unnatural darkness, angled like a vast scythe.

of lives.

As the creature rose to its full height, Uriel saw that it towered

Swathed in blackened, rotted robes, it pushed itself clear of the above mortals beneath it; swirling eddies of darkness at its base

tomb, the solid stone unraveling atom by atom and reshaping itself snaking around bodies of those not quick enough to escape its grasp.

in a swirling black shroud. More and more of the stone The cloak of darkness swept two of the alien warriors up. The scythe

disintegrated to form the concealing darkness of the creature. arm flashed, passing through their armour and bodies with ease, and

their withered corpses dropped, no more than shriveled sacks of bone.

Unit: Nightbringer

Type: Gargantuan Creature

Weapons

The Nightbringer uses his legendary Scythe which has the Soul Reaper and Lightning Arc abilities listed below.

Special Rules Eternal Hatred. The Nightbringer hates all life and therefore has the Hatred (Everything!) Special rule.

Soul Reaper. Once per Assault phase the Nightbringer may choose to use Soul Reaper by trading 3 of his close combat attacks.

Choose one non-vehicle enemy model in base contact, the Nightbringer lifts the model into the air and drains its life force using

its Scythe. The enemy model takes 1 wound with no saves allowed and must pass a Leadership check on 3D6 or be removed from

play, if the enemy model is destroyed the Nightbringer recovers 1 previously lost wound. Does not affect Daemons, Vehicles,

Gargantuan Creatures, or models with the Soulless special ability.

Lightning Arc. The Nightbringer focuses lightning through his Scythe and fires it as a shooting attack. The Lightning Arc may be

used once in the shooting phase as one of the two profiles listed below.

Ethereal Tempest. At the end of the enemy Assault phase, after blows are struck but before assault results are calculated, the

Nightbringer may harness its power to summon etheric winds which hurl its opponents away from it. Any enemy units with a

model within 12” of the Nightbringer must immediately take a strength and toughness test using the model with the lowest value

in the unit and if either is failed must immediately move directly away from the Nightbringer as if it was falling back. Move the

nearest model away first and then move the rest to maintain coherency with it. All models in the effected unit take a S3 AP- hit.

This ability can be used to drive a unit out of close combat. Units in close combat with affected troops will consolidate if all their

close combat opponents are swept away. This ability does not affect Gargantuan Creatures or Vehicles.

Gaze of Death. The Nightbringer may use Gaze of Death in close combat after all other units have attacked. The C’tan’s eyes

blaze with dark fire draining the life energies of those around it. All enemy models within 6” of the Nightbringer must

immediately take a toughness test or be removed from play. Models removed from play count towards rolling for Drain Life. Does

not affect Daemons or models without the Toughness characteristic.

The End is Nigh. It is due to the Nightbringer that all living things fear death, and through the ages the Nightbringer's effigy has become synonymous with death in all its forms. Often, the image of death is enough to strike fear into hearts of mortals. The Nightbringer knows this well and often draws upon his foes fear of death to leave them rooted in terror as he shows them their imminent doom through visions taken from the darkest recesses of their mortal minds. This ability may be used in the controlling player’s Shooting phase. Choose a single enemy unit within 48” and in line of sight of

the Nightbringer; that unit must immediately take a leadership test on 3D6. If the test is failed the unit affected reduces its

Weapon Skill, Ballistic Skill, Initiative, and Attacks to 0 until their next movement phase while they writhe in fear from the

visions of inescapable demise. The visions of death are so strong however; each affected enemy unit must continue to test during

the controlling player’s movement phases as long as the Nightbringer remains in line of sight. If the test is passed the unit

behaves as normal. Does not affect Daemons, Vehicles, Gargantuan Creatures or units without a Leadership characteristic.

THE NIGHTBRINGER

WS BS S T W I A Ld Sv

9 5 10 9 8 4 8 10 3++

Weapon Range S AP Type

Lightning Arc 72" D 1 Assault 3, Skyfire, Interceptor

Lightning Storm 48" 8 5 Heavy D6+1 Apocalyptic Barrage, Rending

Page 4: Necron C'Tan Apoc Rules 6th edition

Outsider Tsara’noga Points 2250

The most mysterious of the remaining C’tan, little is known about “It was as silent as the void, and to look upon it was to know

this creature. Like the other C’tan, the Outsider was tricked by terror. It drifted above us with slow, liquid grace, and its gaze

the Laughing God into feasting upon its fellow C’tan. However, caused madness and despair wherever it fell. Those it came near

for reasons unknown that can only be speculated at, a fragment took their own lives rather than endure its hellish presence.

of each consumed deity’s consciousness lingered and plagued the

mind of the Outsider, slowly but steadily driving it insane and

forcing it into exile. The mocking amusement of the Laughing God

earned it the eternal enmity of the Outsider, and the Harlequins

whisper that one dark night it shall return.

Unit: Outsider

Type: Gargantuan Creature

Weapons

The Outsider uses C’tan Phase Claws that extend out from its fingers

None of the Outsider’s abilities affect Daemons, Vehicles or Gargantuan Creatures

Special Rules

Come Closer My Children. The Outsider’s call to any within range to hear it can entice even the most tenacious of

mortals to come closer to the C’tan no matter how insane the logic. This ability may be used at the start of the

enemy Movement phase after reserve rolls are completed but before any normal movement begins. All enemy units

within 36” must pass a leadership test on 3D6 or move directly towards the Outsider as fast as possible during their

turn using their full movement value. Units influenced by this ability ignore difficult terrain while moving but still

must take dangerous terrain checks if applicable.

Whispers of Madness. The Outsider’s whispers can convince any that even their own brother is in fact their worst

enemy. During the opponent’s Shooting phase, every enemy unit within 30” of the Outsider, must take a Leadership

test on 3D6 and if failed that unit must immediately fire all of their weapons into any friendly unit within range,

C’tan’s choice.

Howling Blast. The Outsider lets out a shriek that could drive anyone caught in its blast to cower in fear and even

take their own lives rather than endure the terror any longer. This ability counts as a shooting attack and can target

any enemy unit within 24”. The weapon uses the 7” blast template and counts as a S8 AP2 weapon that uses the

enemy units’ leadership when rolling to wound instead of its toughness. No cover saves may be taken against this

attack.

Delusional Thoughts. All enemy units with at least one model within 18” of the Outsider reduce their Leadership by

-2 and lose the Fearless, And They Shall Know No Fear, and Stubborn special rules if they have them.

Aura of Insanity. Those who dare to venture near enough to gaze upon the Outsider will know what true insanity is.

No longer will they be able to tell friend from foe and even their own comrades may be the target of their new found

madness. During the enemy Assault phase, all enemy units not in assault within 12” of the Outsider must pass a

leadership test on 3D6 or immediately resolve attacks against their own unit as if they were in assault. All models

within the unit must use their full attack profiles without holding back.

Welcome their Deaths. Any creature that survives long enough to come face to face with the Outsider openly

welcomes whatever fate it has chosen for them. Only the foolish or truly ignorant dare think otherwise. During

either Assault phase, this ability can be used against a single enemy unit in base contact. That unit must pass a

leadership test on 3D6 and if failed, the unit may do nothing in the assault phase and all attacks directed towards

that unit by the Outsider automatically hit and wound with no roll required. Each affected unit gains the Fearless

special rule and will not run from combat no matter how many casualties are inflicted.

THE OUTSIDER

WS BS S T W I A Ld Sv

7 8 8 9 8 10 6 10 3++