Havnt done points yet, but otherwise, here you go.
Sparty's Devilishly Clever Necrons
Necron Special Rules
Lightning Arc
Advanced necron weapon batteries seek out the enemy with coiling lightning tendrils.
Necron weapons batteries always benefit from a left column shift.
Starpulse
Unchanged
Guass Particle Whip
Unchanged
Portals
Necrons do not use normal teleportation technology, and may not make normal HnR attacks.
Instead, they may make teleport attacks up to the number of portals equipped on the ship
Sepulchre
An ancient evil rests here, of incalculable malice and presence, beyond the comprehension of mortal understanding. Necron technology harnesses fear incarnate into a palpable 'nightmare field' stretching for thousands of kilometers of space.
Vessels within 30cm suffer -1LD. One per fleet.
Harvest Beam
A nearly unique design of impossible science, used by the necron's dark lords to slowly absorb the stars themselves.
Applied outside its original purpose, it is still a potent but unruly weapon to steal the life from enemy vessels.
Power is forcibly pulled from the drives of the target vessel, and if its crew cannot regulate and cut the flows of power to combat the inexorable pull, they will find their ship's vitality stolen until the plasma drives can replenish.
Capital ships that fail an LD check suffer Energy Drain, and behave as crippled at the start of the opponent's turn, and drifting hulk if already crippled.
10cm range, front arc. Target ship must be have no shields up. Necron ship gains an HP on a successful drain. Escort vessels hit are destroyed outright.
Can't fire if firepower is reduced for any reason.
Reactive Hulls:
All necron ships are defended by reactive hulls, rather than shields. They always recieve a 4+ save from damage, though with no negatives to firepower. When under BFI orders, Necron reactive hull saves become 2+, however the compromise of their stealth features for energy increase causes -1 to their armor until their next turn.
Additionally, Necrons that choose to attempt repairs in their End Phase do so on 4+ rather than 6+, but the extra repair energies cause -1 to their armor until their next turn.
Boarding Actions:
Necrons are very powerful and technologically sophisticated. However, the warriors inside Necron vessels are slow to respond to threats, those that are not in statis usually situate around key points such as portal chambers. Therefore Necron ships roll 2d6 when involved in a boarding action, using the lowest result.
Inertialess Drive:
Insead of normal AAF, necrons roll one D6x10cm.
Disengaging:
Necrons may disengage without testing. Necrons may fire on their own hulks to keep them from falling into enemy hands.
Ordnance:
Necron ships make use of Scarab Swarms, manufactured by the thousands in factory complexes aboard their ships.
Given time, their gauss-enhanced mandibles will make a ruin of the most heavily armored ship systems.
Scarabs function as fighter markers, with an exception. When Scarabs come in contact with an enemy ship, treat scarabs as boarding torpedos against the ship's weakest armor. A scarab marker is not removed until the ship is destroyed, it penetrates the ship's armor and initiates a hit and run attack, it is removed by the controlling player to bring out more ordnance, or it is destroyed by a turret. The ship suffers an attack run from whatever scarabs remain at the end of every ordnance phase.
Speed: 15cm.
Necron Critical Chart
2 Prow Systems Offline- duh, and lightning cant shoot out of damaged arc.
3 Starboard Systems Offline- duh
4 Port Systems Offline- duh
5 Stabilizers Damaged- Ship may not turn until repaired
6 Drive Damaged- Reduce movement by -10cm until repaired
7 Relic Disabled- Sepulchre or Harvest Beam taken offline until repaired. If neither apply, ship suffers +1 damage.
8 Specialist AI Failure- Ship may not go on special orders until repaired
9 Reactive Command Failure-ship may not make reactive hull saves until repaired
10 Command Core Damaged- Reduce ships LD by -3 until repaired
11 Hull Breach- +D3
12 Bulkhead Collapse- +D6
Necron Fleet
Cairn class tombship
Battleship12, 25cm, 45, reactive hull, 6+ armor, 3 turrets
Lightning arc 30cm 20 L/R/F
Particle whip 45cm 6 L/R
Star pulse
Portal 5
May take an artifact
'Guardian' variant may Particle whips for 4 scarab nodes on port and starboard, for a total of 8.
Scythe class harvest ship
Cruiser8, 30cm, 45, reactive hull, 6+ armor, 2 turrets
Lightning arc 30cm 10 L/R/F
Particle whip 45cm L/R
Portal 2
May take a Sepulchre
Shroud class light cruiser
Cruiser4, 35cm, 90, reactive hull, 6+ armor, 1 turret
Lightning arc 30cm 10 L/R/F
Portal 1
Same special rules
Does not suffer negatives to armor for BFI or repairing criticals
Ghoul class factory ship
Cruiser4, 35cm, 90, reactive hull, 6+ armor, 1 turret
Lightning arc 30cm 3 L/R/F
Launch bay 2 scarabs Starboard
Launch bay 2 scarabs Port
Portal 1
Jackal class escort
Escort1, 35cm, 90, reactive hull, 6+ armor, 1 turret
Lightning arc 30cm 1 L/R/F
gauss particle whip 1 30cm Front
Dirge class escort
Escort1, 45cm, 90, reactive hull, 6+ armor, 1 turret
Lightning arc 30cm 3 L/R/F
Periapt class escort
Escort1, 25cm, 90, reactive hull, 6+armor, 0 turret
Star pulse
Thats it for now. stay tuned for the necropolis and world engine.
Mind in the Machine:
A necron Lord must lead a fleet of 1500 points or more.
Platinum level Necron Lord- +2LD and 2 rerolls
Gold level Necron Lord- ld9 and reroll