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So these have been leaked, usable by C'tan Shards and Tesseract Vaults (the latter of which get bonuses to casting).

 

Personally, these had so much potential to be cool but instead are just "Here are 6 different ways to inflict Mortal Wounds."

 

How dull.

 

They should have been other shooting attacks, Stat debuffs, movement debuffs, buffs to Necron units... Just feels like a wasted opportunity.

 

Also putting the leaked datasheets for the two guys who can cast these below!

 

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https://bolterandchainsword.com/topic/345182-powers-of-the-ctan/
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Pretty much only source of MW since crons don't have psyker though. Just a shame there's little variety in the delivery e.g. 2d6 vs target toughness or wounds characteritistic for d6 MW just as examples.

 

MW is such a wide ranging catch all term in the fluff so I'm fine with the way it's being used in the rules. But surely it's antimatter meteor or cosmic fire every time?

 

Maybe seismic assault but the units susceptible to this (hordes) are also typically weak to tesla or just plain gauss. With potential 2x MWBD from the Stormlord that should be the least of our worries.

 

Is the controlling player for times arrow the person who controls the caster or the unit being murdered? I hope it's the former because the latter makes the power a laugh..

Ctans were always going to be the avenue to get us mortal wounds and I'm not sad about it. The powers are a bit repetitive, but how you pair them with the CTan traits is how you get the flavor. A C'Tan that advances 12", so 20 total move...well the AoE power is pretty boss. A wound Regen C'Tan might take times arrow to sit back and smite characters.

 

I'm not gonna be upset that we no longer have to draw a different random power and use it every turn. Nor am I sad that we get more/different special rules than just Writhing Worldscape. Its good to keep in mind what we had in 7th and what we're getting now. It's a little unrealistic to be bummed out that your personal wishlisting didn't come true.

Edited by Bonzi

It's a little unrealistic to be bummed out that your personal wishlisting didn't come true.

 

Not what I was getting at with my thoughts really. I don't play 'crons nor will I ever truth be told!

 

However I feel that Mortal wounds are a bit of an iffy mechanic and saturating the game with them is not healthy for the state of 40k as a whole.

 

The C'Tan should absolutely have options to be dealing good amounts of Mortal wounds, I just think that with 6 different powers at least half of them could have been a different game mechanic to keep things fresh.

 

 

It's a little unrealistic to be bummed out that your personal wishlisting didn't come true.

Not what I was getting at with my thoughts really. I don't play 'crons nor will I ever truth be told!

 

However I feel that Mortal wounds are a bit of an iffy mechanic and saturating the game with them is not healthy for the state of 40k as a whole.

 

The C'Tan should absolutely have options to be dealing good amounts of Mortal wounds, I just think that with 6 different powers at least half of them could have been a different game mechanic to keep things fresh.

Well technically mortal wounds is just a catch-all for a certain class of damage. Previous to that were we complaining that all attacks just did wounds? Chainswords and bolters are too similar because all they do is cause the same wounds in different ways?

 

I get the gist that it is a bit boring that these are all just different renditions of mortal wounds but that's kind of what it has to be locked into. Psyker powers have options for buffs and debuffs as well, but pyskers powers can be countered with a deny the witch roll. It's a mechanic with checks and balances (no matter how poorly it performs). C'Tan powers sit above that. There is no casting roll, no chance of perils or deny. It just happens. Thus, they limit it to mortal wound shooting. They probably figured it would be a waste of time making nonmortal wound attacks because then we would all be sitting here talking about the stupid nonmortal wound powers that none of us will take over a mortal wound power.

I have to disagree. I've never once thought playing 8e that my Necrons need to be able to do more MWs. I've typically ignored the methods we already have of doing them. I have, very regularly, wished we had more mobility and more gimmicks to keep units alive. So I feel very confident that if we had some utility powers I would certainly not be pining for more mortal wounds.

I have to disagree. I've never once thought playing 8e that my Necrons need to be able to do more MWs. I've typically ignored the methods we already have of doing them. I have, very regularly, wished we had more mobility and more gimmicks to keep units alive. So I feel very confident that if we had some utility powers I would certainly not be pining for more mortal wounds.

Yes, and I think it's unlikely from a game mechanic that they would give us psyker style buffs that don't need to be cast and can't be blocked.

 

From a fluff perspective C'Tan are not a support unit. They're a slave god set loose on the battlefield to tear things apart.

Sorry, that's simply not true. The C'tan shards are very utility oriented in the fluff. 5e codex describes them as "controlling the minds of lesser beings, manipulating the flow of time, and banishing foes to alternate realities." It later says they might, "devolve the crew into primordial ooze, or deceive them into attacking their own allies." Further, their powers in that codex include things like causing deep strike mishaps, making terrain dangerous for enemies, causing enemy meltas/flamers to explode when fired, and the Grand Illusion. They were dripping with utility, both in the fluff and on the table. It's a real shame they're downgraded now to mostly just killing stuff.

Sorry, that's simply not true. The C'tan shards are very utility oriented in the fluff. 5e codex describes them as "controlling the minds of lesser beings, manipulating the flow of time, and banishing foes to alternate realities." It later says they might, "devolve the crew into primordial ooze, or deceive them into attacking their own allies." Further, their powers in that codex include things like causing deep strike mishaps, making terrain dangerous for enemies, causing enemy meltas/flamers to explode when fired, and the Grand Illusion. They were dripping with utility, both in the fluff and on the table. It's a real shame they're downgraded now to mostly just killing stuff.

 

Some interesting ideas in there.

 

Hidden Content

-Choose an enemy unit within 18" on a 5+, the opposing player must take that unit and immediately put it in Reserve. At the end of the opposing player's next Movement phase, he may put the unit back into play on a roll of 5+, but can not be setup less than 9" from one of your units nor further than 24" away from one of your units. If the unit has the ability to Deep Strike (Jump assault, Teleportation, etc...) it comes back in to play on a 4+. If this roll is failed, the unit automatically comes back into player on the opposing player's following turn after the failed roll.

 

-Choose an enemy unit within 18". On a 4+, that unit immediately Shoots the closest enemy unit of your choice.

 

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