curran12 wrote:Another angle you can take, as opposed to
raw stats, which kinda gets silly after awhile, is to build scenario-specific rules around it.
To spring off of themad's idea, have something on the table that can start to contain the C'tan, with increasing levels of debuffing the thing until it is managable. Just to throw it out make it like:
0 "Controllers" active - C'tan cannot be hurt, period. Immune to all attacks and removal effects.
1 Controller active - C'tan can be hurt by Strength D and Instant Death effects, but can only suffer a max of 1 wound from such attacks. And has
IWND 3+
2 Controllers active - C'tan is T10, 3+ invul and
IWND 4+. Poison or any weapon that wounds on a fixed value needs a 6+
3 Controllers active - Transcendent C'tan stats and saves
Make it so that in order to use a controller, a unit must start its turn on it and be there for a full turn, and they can be blown off of it and reduce the effects on the C'tan.
I just typed up an idea that is similar to this. Let me know what you think.
It also includes the crazy rules proposed by Alex!
So, let's go from there.
The Living C'tan
Ws 7
Bs 7 S 10 T 10 W 10 I 6 A 7
Ld 10
Sv 2+
Special Rules:
Living God
A C'tan is a living god that bends reality itself. It cannot be easily defeated by even the most powerful weapons in the known universe.
A Living C'tan's save is invulnerable, and it has the Eternal Warrior special rule.
If the C'tan is unshackled, it may reroll it's saving throw. It may also regenerate one wound at the start of it's movement phase on a roll of 3+.
Ethereal Transcendance
A Living C'tan is unbound by the laws of time and space. It doesn't so much move as phase in and out of realspace. It is impossible for mortal beings to predict or comprehend where a C'tan will be at any point in time.
A Living C'tan may move up to 24" in it's movement phase. It is unaffected by any and all terrain. It may begin or end its movement within difficult or dangerous terrain with no penalties, and disregards all positive or negative implications of mysterious terrain. The living C'tan may also disengage from combat at any point in time during it's own movement phase.
An unshackled C'tan may make an additional
3d6" movement in it's assault phase. It may still make a standard assault move in addition to this move.
Shatter Self
The Living C'tan may attempt to fragment it's own form in order to give birth to a lesser avatar of the god's untouchable might.
Once per turn during it's movement phase, The Living C'tan may voluntarily take a wound. If it does so, it may place a C'tan Shard under it's control anywhere within 6+
2d6" of itself. The C'tan Shard has two wounds, but is otherwise identical to C'tan shards in Codex: Necrons. Powers for the C'tan Shard are chosen immediately when it is spawned.
If a C'tan is unshackled, any C'tan Shards generated in this way are spawned with their full four wounds.
Unworldly Might
A Living C'tan wields power that lesser beings cannot even fathom. To face a Living C'tan on the battlefield is to face a power that can blink out even the stars.
The Living C'tan may manifest three of the following powers in it's shooting phase if it is unshackled, two if it is shackled. The attacks may each be directed at different targets. It may not use the same attack twice in one shooting phase.
-Dimensional Cascade
Place a large blast marker anywhere on the table, this then scatters
3d6 inches, with a hit reducing the amount scattered by half. Any model touched by this template is removed from play on a 2+, this include vehicles
MC's and terrain pieces. Models with eternal warrior are removed in a 4+.
-Siphon Sun
Draw a straight line from the C'tan to the edge of the table. Any units touched by that line take 2+
D6 Strength 8 AP1 Melta hits. The "Melta" bonus is always in effect for this attack. Until the C'tan's next shooting phase, the rules for Night Fight are in effect.
-Zone of Unbeing
This attack is resolved as a s10 AP1 blast weapon with 72" range. After the attack has been resolved, leave the blast marker on the table. Any unit with 12" of the blast marker is pulled 2+
d6" towards the blast marker at the start of their movement phase. If a model touches the blast marker, it immediately takes a s10 ap1 hit.
-Cosmic Apocalypse
Every unit on the table must roll a die and on a 6+ Every model in that unit takes a strength eight
Ap 3 haemorrhage hit.
-Gargantuan Cataclysm
All units within 12" of the Living C'tan take a Strength 7, AP3 hit.
-Illusory Nightmare
If there is one or more C'tan Shard anywhere on the table, the Living C'tan may immediately switch places with one of them.
Strength of the Stars
A Living C'tan barely recognizes even the most resilient armour.
All of a Living C'tan's close combat attacks are resolved at Strength D.
In addition, if the living C'tan is unshackled, it may make one additional attack for each hit it makes in close combat. These subsequent hits do not generate further hits.
The Dying God's Cry
If a Living C'tan is unshackled when it takes its last wound, every unit on the table takes
2d6 Strength 9 AP2 hits.
The Orrery Of Obedience
The Ancient Necrontyr developed arcane weapons that were specifically meant to bind and destroy a Living C'tan. The Orrery of Obedience is one of the last remaining weapons of this kind, and is still able to harness the unearthly energies that were once used to break the power of the C'tan many millions of millenia ago. Such a weapon grants the user the ability to destroy a C'tan, or else to bind it to his will.
The Orrery of Obedience is made up of four shackling nodes. Each is positioned at one corner of the table. In order to use the Orrery of Obedience, a unit must come into base contact with a shackling node and stay there until the beginning of their next turn. If for any reason the unit is not able to keep at least one model within base contact with the node for a full turn the Orrery will not activate.
If a unit is able to maintain base contact for the stated amount of time, the Orrery activates and the Living C'tan is shackled. In addition to diminishing the power of the C'tan, the unit that controls the node may attempt to either bind or shatter the C'tan. These are resolved immediately at the start of the controlling players turn, before any moves are made.
If the unit chooses to shatter the C'tan, the Living C'tan immediately takes D3 wounds with no saves of any kind allowed. If the unit that controls the node continues to remain in base contact with the node, the player may shatter the C'tan again during his next turn.
If the unit chooses to bind the C'tan, then the player controlling that unit may take control of the C'tan for the rest of his turn. That player may move and use the C'tan's powers according to it's shackled state, however the player may not make assault moves or assaults. At the end of the player turn, the C'tan is able to overcome its binding. However, if the unit that controls the node continues to remain in base contact with the node, the player may bind the C'tan again during his next turn.
If at any point during the game four units are all simultaneously in base contact with the four separate shackling nodes for a full turn cycle as described above, the C'tan is immediately eliminated from the galaxy, shattered into innumerable shards that will be enslaved for eternity. It is removed from the table, and does not use it's "Dying God's Cry" rule.