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SekMeth

C'tan Shard?!

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I'm currently running a campaign in which the Deathwatch discovered the existence of Necrons. In the upcoming mission, I would like them to combat a C'tan Shard. I have read the Tome of Fate, which includes quite some information about the Necrons, but alas, no information on the C'tan Shard.I am looking for some stats and powers for it. Any ideas?

Some ideas:

Converting some of the stats from the TT-game to WH40Krpg

WS 50

BS 50

S 70

T 70

Ag ?? (perhaps about 40?)

Int ?? (it is a god fragment, so it is probably smart, also 40?)

Per ?? (it is a god fragment, so it is probably perceptive, also 40?)

WP ?? something like 60?

Fel ?? something like 40?

I am looking for a C'tan Shard of the Nightbringer, so his weapon could be  a Warscythe. It has some great stats which would boost its melee skill/damage.

 

As you can see, a lot of questions, help is very much appreciated!

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The Outer Reach has C'Tan Shards. They're quite powerful, far more so than what you're proposing. Actually, TOR has almost everything you could ever want as a GM for Necrons…except Monoliths :( I highly recommend you pick up that supplement and use it rather than Tome of Fate.

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Yeah, I was bummed that they excluded Monoliths from Outer Reach, but then again, it's not like they didn't give enough powerful Necron foes. :P

But yeah, the Outer Reach C'Tan Shards are fantastic.

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It's overall a great book, giving a new Advanced Specialty and some low-level, affordable Relics in addition to mounds of fluff and a whole slew of Necron stats, so it'd be good to pick up in any case.

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SekMeth said:

Are the Necrons in The Outer Reach similar to those in Tome of Fate?

To my understanding, the same person worked on Necrons in both publications. There are major differences between the core rules systems, but there's actually more…much more for 'Crons in TOR than in ToF. There are some minor differences in the actual Necron special rules (in ToF) but again I'm going to recommend you pick up The Outer Reach. I have both publications, and in my opinion, Necrons in The Outer Reach are a bigger bang for your buck. There are also some really kickass NPCs in TOR…

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Are there types of Necron in Tome of Fire that are not present in Outer Reach? I noticed that the Tomb Stalker still only exists in the BC core book, so I'm just wondering.

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I think Outer Reach has more Necron entries over all (certainly the vehicles and C’Tan Shards). They are roughly similar because the person who wrote them for Tome of Fate then went and re-worked them for The Outer Reach.

 

So you can use the Tome of Fate ‘Crons (Tomecrons? Fatecrons?) with Deathwatch, but would be better served with The Outer Reach as it’s all specific to the Jericho Reach and the Deathwatch, so much better for Deathwatch GM’s. Plus your players might end up using the new Dead Station Vigilant speciality. It’s a very nice speciality that we had great fun testing.

Plus you won’t have to guess/make up the rules for C’tan any more, as they’re right there in the book. And they are really dangerous! gran_risa.gif

BYE

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Now I really want the book! Too bad, I can't seem to find a shop near here which sells it. Guess it isn't available for download from DriveTru either. sad.gif

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Black Crusade: Hand of Corruption SPOILER

.

.

.

.

 

The Black Crusade adventure Hand of Corruption has stats for a C'tan shard. Its stats are more akin to SB 17 and TB 17…

Am I allowed to post the whole stats or do I break any copyright laws thereby?

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SekMeth said:

Now I really want the book! Too bad, I can't seem to find a shop near here which sells it. Guess it isn't available for download from DriveTru either. sad.gif


As the book just came out I don't think we'll see it on Drive Thru for another couple of weeks.

Which reminds me… I should really order that book! gran_risa.gif

BYE

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Necrons are still asleep during the Achillus Crusade.

Outside a few small encounters. Very VERY few people know about them, and they don't go cruising with their monoliths.

Of course, I've not seen TOR yet, so anything new in there is exempt from previous statement.

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Outer Reach presents the Necrons as stirring, with enough encounters for an Advanced Specialty which can take Forbidden Lore: Necrons and use WP to resist effects from Necron tech, etc., so the Crusade itself is not fighting them, but a couple high-ranking members of the Dynasty have been at least marginally identified, indicating enough activity that it's not inconceivable for a major conflict to occur at any time.

And given that they gave stats for Annihilation and Command Barges, Ghost and Doomsday Arks, and C'Tan shards, it just seemed odd that Monoliths were left out.

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Thnx all for the replies.

In my campaign, the players stumbled upon a Necron Lord which was captured and unable to escape. The Lord had something they needed, and by accident they set him free. He awoke some of his retinue and escaped to a far off planet. They are almost unknown, except from some long forgotten journals. The players anti Xenos traits/talents, don't work against Necrons since they are so "new".

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SekMeth said:

They are almost unknown, except from some long forgotten journals.

When I stated they were almost unheard of, I of course meant of humanity. The eldar are aware of the necrons. Perhaps you could use that as a mission or complication. Talking to or trying to convince some eldar to talk to the team for some infor about necrons. You'll have to figure out how the Imperium found out the eldar knew stuff about the necrons in the first place though, perhaps a mechanicum expedition witnessed and were (unintentionally) saved by an eldar raid on a waking tomb world.

Since the orks were specifically designed to fight the necrons maybe it would be possible, and cool, to have a group of them come into contact and then star developing (read: remembering) ork tactics to fight them (very slight variations of "run at 'em wit' choppas!") where deathwatch librarians might be able to glean some knowledge from the ork racial memory (through significant, difficult, and very time consuming mind probes back at a fortress, not in the field) from a captured specimen (more important(boss/mek/dok)/intelligent(grot)the better results).

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Thnx for the cool adventure hooks! Will take that Eldar thing into account. I love Orks, but for some peculiar reason not in my RPG, so won't be using that, but still a great hook! Perhaps someday :-)

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Captain Ventris said:

And given that they gave stats for Annihilation and Command Barges, Ghost and Doomsday Arks, and C'Tan shards, it just seemed odd that Monoliths were left out.

When my book arrives, I will agree with you, however, I suspect they didn't want to stat a moving building. To me, anyway, they make many Land Raiders, and even Baneblades, look a little puny. That won't stop me from using formulating plans for them, and maybe borrowing rules for RT Teleportariums, if the Veil of Darkness isn't up to my snuff. Shouldn't be too hard gran_risa.gif

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herichimo said:

Since the orks were specifically designed to fight the necrons maybe it would be possible, and cool, to have a group of them come into contact and then star developing (read: remembering) ork tactics to fight them (very slight variations of "run at 'em wit' choppas!") where deathwatch librarians might be able to glean some knowledge from the ork racial memory (through significant, difficult, and very time consuming mind probes back at a fortress, not in the field) from a captured specimen (more important(boss/mek/dok)/intelligent(grot)the better results).

I like this angle with the Orks since I've been looking at some way to introduce the beloved greenskins into the Jerico Reach in numbers. Might run some game where the rising Necron activity is acting like a becon to the Orks to found a great Waaagh that could smash right into the crusade and bring pain for everyone in the Reach.

The question will not be how to stop the Orks, but how to make the most out of their invasion. The Tyranids in particular could use for a relentless enemy and the same with Chaos and the Necrons.

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Captain Ventris said:

Hey, they statted a friggin' Heirophant in Jericho Reach!



And isn't it a giant friggin' neon sign that just says "Tyranid Weapons are functionally broken and do not scale!". He still has Pen 3 on his claws!!!

 

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H.B.M.C. said:

Captain Ventris said:

Hey, they statted a friggin' Heirophant in Jericho Reach!



And isn't it a giant friggin' neon sign that just says "Tyranid Weapons are functionally broken and do not scale!". He still has Pen 3 on his claws!!!

 

And does, what? A minimum of 40 or 50 damage with a max of around 75 or more? No scaling my bum-cakes.

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herichimo said:

Since the orks were specifically designed to fight the necrons …

Really? What fluff points in this direction?

-K

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kjakan said:

Really? What fluff points in this direction?

-K

Got into the game in 5th edition did you?

All you know is WAAAAAAAAARRRRRD!?

Too bad, missing out on all the really good background created by the guys who actually made the universe.

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herichimo said:

H.B.M.C. said:

 

Captain Ventris said:

Hey, they statted a friggin' Heirophant in Jericho Reach!



And isn't it a giant friggin' neon sign that just says "Tyranid Weapons are functionally broken and do not scale!". He still has Pen 3 on his claws!!!

 

 

 

And does, what? A minimum of 40 or 50 damage with a max of around 75 or more? No scaling my bum-cakes.

It does 1d10+39R Pen 3 damage with its scything talons.  That's a max of 49 Pen 3 as it can't RF cause no Touched by the Fates.  So yes, that is ridiculous, as that doesn't even scratch a Landraider, let alone a Titan which it's meant to be equivalent to.  Size scaling means it still insta-gibs marines, but also becomes a valid threat to tanks, rather than a joke.  Add +1d10 Pen +3 for each size category above Hulking, giving it 4d10+39R Pen 12, much more reasonable for a frigging titan equivalent.  

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