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Warhammer 40K: Living C'tan Guide

A Living C'tan is an immortal god-like being that can warp reality to its will. It is nearly impossible to defeat and will not be affected by any attacks or abilities. It can move vast distances per turn and ignore terrain. If wounded, it can spawn lesser C'tan shards. It wields cosmic powers that can destroy anything on the battlefield. In close combat, its attacks ignore all armor. Facing a Living C'tan is facing a power beyond mortal comprehension.

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0% found this document useful (0 votes)
58 views6 pages

Warhammer 40K: Living C'tan Guide

A Living C'tan is an immortal god-like being that can warp reality to its will. It is nearly impossible to defeat and will not be affected by any attacks or abilities. It can move vast distances per turn and ignore terrain. If wounded, it can spawn lesser C'tan shards. It wields cosmic powers that can destroy anything on the battlefield. In close combat, its attacks ignore all armor. Facing a Living C'tan is facing a power beyond mortal comprehension.

Uploaded by

Diego Guillen
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© © All Rights Reserved
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El C'tan Viviente

Ha Hp F R H I A Ld Sv
7 7 10 10 10 6 7 10 2+/2+

Un Dios Vivo

Un C'tan es un Dios vivo que doblega la realidad a voluntad. No puede ser derrotado facilmente,
incluso las mas poderosas armas del universo conosido la tendran dificil. Y las criaturas mortals
que plagan el universe dificilmente lo alteraran. Un Ctan nunca tendra alteradas su estadisticas de
WS, BS, S, T, I, A, LD, or SV ni reducidas, ni removidas por ningun medio y siempre empleara las
estadisticas listadas en esta entrada.

La tirade de salvacion de un C'tan's es invulnerable, y tiene la regla especial Guerrero Eterno.

Si el 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+.

If the Ctan would ever automatically be removed from play it instead takes a single wound with
no saves allowed. If the Ctan would ever take multiple wounds from a weapon/effect (such as
double wounds, D3 or D6 wounds), it instead receives 1 wound, except The Orrery of Obedience
wounds. Finally, if a Ctan Phase Sword or Warscythe strikes a Ctan it will inflict no wounds and
will be absorbed into the Necrodermis, disarming the attacking model.
Ctan are assumed to pass all Morale and Leadership checks, even if failure is normally automatic,
and cannot be pinned.

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. The living Ctan
ignore all terrain and enemy units while moving

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.

Apocalypse now!

Fight a living god is the ultimate challenge, all army in table are inbound, and ignoring the allied
matrix, being battle brother.

Heavy and super heavy are allowed, FW model are allowed. Building and estructures are allowed
The ctan is able to hold its own for at least four turns against three-four 1850-2000 point armies.
GLOSARY
DESTROYER WEAPONS

These have Strength D. If you hit, roll on the table below. No saving throws of any kind are

allowed against hits from Destroyer weapons.

DESTROYER WEAPON ATTACK TABLE

D6 VEHICLE OR BUILDING NON-VEHICLE

1 Clipped: Targets suffer a penetrating hit Lucky Escape: None.

Solid Hit: Super-heavy vehicles lose D3+1 Hull Points. Seriously Wounded: Lose
D3+1. Wounds
2-5 Other vehicles suffer Explodes! result.

Buildings suffer a Detonation! result.

Devastating Hit: As for Solid (above), except Super-heavy Deathblow: Lose D6+6
6 vehicles lose 6+6 Hull Points instead. Wounds.

HAEMORRHAGE

Haemorrhage is a focussed witchfire power with a range of 12". The target must pass a Toughness
test or suffer a Wound with no armour or cover save allowed. If the target is slain, randomly select
another model (friend or foe) within 2" of him. That model must pass a Toughness test or suffer a
Wound with no armour or cover saves allowed. If that model dies, continue the process until a
model survives or there are no suitable targets within range.

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