Victory point special rules are definately gone! There is no place for these in any game system where victory points don't determine a winner in every scenario!
Ok
inertialess drives should effect turning rather than speed, a normal AAF will be fine. Just having fast ships in general should give you the taste of the inertialess drive without it being too powerful. Unless sharper turning circles is what the drives should offer. Say -5cm to the minimum you need before you turn.
How about having all ships have +1D6 on aaf; 20/30/40cm on bb/cruisers/escorts; bb can turn @10cm and MAY use ctnh, cruisers turn @ 5cm and both have 90* turns, and escorts have no minimum and can make up to 2 90*turns per movement phase or 3 with ctnh.
Disengagement special rules are themeful but to reduce cost of the base value of the ships this could be an upgrade for the Shroud: any ship within 30cm of a shroud may automatucally pass its leadership check to disengage, further more enemy do not gain a leadership bonus for any ship withinn 30cm of a Shroud.
How about shrouds count as celestial phenomena for disengaging, allied ships only. If you want to have them... shroud (hehe) allied ships make it a blanket effect for the whole battlefield, effect is disabled when crippled/ possibly with a critical also.
Armour saves are a little weird especially when using 6's. In any case now that Necrons have shields, dumping the armour saves is a no brainer.
Replace the armor save with overload shield capacitors, quick easy and its already well established.
critical hits should be different but there is no need to have another critical hit table. Not suffering 'damage' from critical hits isn't hard to understand or remember, and it fits well making them adequetly resilient without having extra book keeping. They will ignore fires, hull breaches and bulkhead collapse completely, the other crits will still have their effect but won't cause further damage.
Repairing criticals seems like it needs a special rule, like a reroll or repair on a 4+, but I don't think its completely necessary.
they do need their own, they should not ignore half of the results 2,5,7,11,12 have no effect?!? Keep it about the same as it is now(less the leadership -?) And make them repair on 4+ OR attempt to repair one hit point per turn they are not under fire on a 6+.
Leadership bonus from enemy contacts from the Shroud is quite interesting and I think it should stay as a purchasable upgrade. However I think, as I've said before that instead of having the normal EC +1 leadership for command checks, Necrons should get a straight +1 leadership at all times. This nicely represents their superior tech (they can navigate cellestial phenomenon more easily etc) and their almost disregard for the enemy.
They should have standard leadership advanced tech or no they have no passion or initiative. Shroud providing a +1 to checks for the fleet might be interesting, bundled with the previously stated special rule for disengaging for crippled/ possible crit.
Blast markers don't 'need' any special rules now as they have shields and no longer cater to star vampires!
See entry on armor saves.
Gauss weaponary should only be included for the tombblades, they are usually short ranged weapons in 40k not having much larger versions than those carried by jump infantry!
Tesla/Lightning arc weaponary should stick as weapons batteries, keeping it simple and just leaving them as always closing seems safe. Extra rules for arcing damage etc seems a little crazy given the distances involved, except against ordy! Perhaps a leftshift when aiming at ordy would work.
Particle whips need to be improved or reverted to normal lances as the goes through shields on a 6+ so rarely comes into play it's not worth the hassle. I like them being special so ignoring shields when they equal or beat armour makes them happen just enough that its worth doing and isn't too powerful.
Portals/Eternity gates are massive teleporters and as such should be able to cause teleport hit and run attacks. However, they only really work to recall or to connect to other portals. Having them as launch bays makes the most sense, having them be able to redeploy AC makes sense too. Having nit picking rules about hit and runs through scythes, or teleport hit and runs at odd hours isn't worth the hassle. Scythes should just be able to cause hit and runs like normal assault boats, we can just assume its from a ships portal.
Tomb blades should just be bombers no special stuff, if you want them to have gauss weapons fine they have gauss weapons... That act like bombers.
Lightning arc: per rule book except they may not target anything other than the closest ship, electricity takes the shortest route to ground, period. Targeting ordnance is as normal no special stuff here they're already pretty hard on ordnance.
Particle whip: keep the same hits of 6 is fine and not difficult to remember at all, I can't think of one time a necron player has forgotten against me
. Take away the crap about holofields tho, lightning may not need to see but someone cracking a whip does!
Portals as launch bays works quite well, take away the silly extra hit and run attacks for them and make them lb. Scythes as per thunderhawk rules. Might be best to leave the portals as just lb tho, no recalling and relaunching in new waves, there's already too many ordnance special rules!
Starpulse generator is not mentioned can we assume that its gone
I'm still partial to my previous ideas about attack craft also tho, where they have no "mothership" and are just reloaded per highest leadership and launched from the necron players starting table edge.