Plasma Generator Necrons

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The Dark Crusade version is now archived.
Dawn of War Building
Plasma Generator
Necron generator.jpg
Race Necrons
Version Soulstorm v1.2
Build Info
Necron plasma generator icon.jpg
Hotkey P
Build Cost Resource power.gif
Additional Cost Resource power.gif +25  per
existing generator
Return Value Resource power.gif
Additional Return Resource power.gif +3  per
existing generator
Build Time 45 s
Cumulative 22% increase per existing generator
Built By Builder Scarabs
Requires Dormant Monolith
Limit 10 per Dormant Monolith or Restored Monolith
Unit Stats
Hitpoints 1600
Armour Building Low
Resource Bonus Resource power.gif +10 
Sight Radius 15 (cannot detect)



Contents

Plasma Generator

The entire Necron army is made of their mysterious living metal, but shaping and powering this substance requires a huge amount of power. The principle source of this power is their deceptively simple-looking Plasma Generators. However, as the generator network grows, integrating new generators becomes increasingly complex, requiring a greater investment of energy and time to form the necessary connections.

Note: Unlike other Necron buildings, only two Builder Scarabs can repair a Plasma Generator at the same time.

Tactics

Aside from being the primary resource supply for the Necrons, Plasma Generators are also a valid target for the Necron Summoning ability of Necron Warriors, Flayed Ones and Immortals. By building a generator in an ally's base Necron troops can be summoned to the ally's aid in times of need, bypassing the slow movement speed issue of the Necrons.

Since these and the Thermo Plasma Generators are the only source of resources for nearly everything that the Necrons build, these will be a primary target for any attacking forces. Consequently, Necron players should build as many of these as they possibly can. One good strategy is when you first start a new game immediately start building up Builder Scarabs until you have at least three seperate squads of them, then have one of them do nothing but build generators, at least until you get the 10 allowed for your first Monolith. The other two can be used for taking strategic points and building up your base as normal. It would also be good to put some turrets near them, and have them spread out a bit so that if your base is attacked you won't lose your entire power base in one fell swoop.

Abilities

Death Explosion

Death Explosion
PassiveAbility icon.jpg Requires Nothing
Target Types Any
Range Self
Area of effect 12 Cooldown time None
Effects When the Plasma Generator is destroyed, there is a 25% chance that any units within the area of effect will be sent flying (40-60 force) and take 50-80 damage and 20 morale damage.

Researches

Strengthen Powergrid

Strengthen Powergrid Hotkey: P
PowerGrid1 icon.jpg Cost Resource power.gif 350  Research Time 90 s
Researched From Plasma Generator
Requires Awakened Monolith.
Effects Increases global Power generation by 25%.

Plasma Battery Storage

Plasma Battery Storage Hotkey: P
PowerGrid2 icon.jpg Cost Resource power.gif 550  Research Time 90 s
Researched From Plasma Generator
Requires Strengthen Powergrid, Awakened Monolith
Effects Increases global Power generation by 20% (50% total).


The Dawn of War Player's Guide

The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well.
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Listening Post

Plasma Generator

Thermo Plasma Generator

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Sacred Artifact

Orbital Relay

Heavy Bolter Turret

Mine Field

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Desecrated Stronghold

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Thermo Plasma Generator

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Chaos Armoury

Sacrificial Circle

Machine Pit

Daemon Pit

Heavy Bolter Turret

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Listening Shrine

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Thermo Plasma Generator

Webway Gate

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Da Boyz Hut

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Plasma Generator

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Vehicle Beacon

Kauyon Command Post

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Obelisk

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Thermo Plasma Generator

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Forbidden Archive

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Tower of Loathing

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Thermo Plasma Generator

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