Still WIP.
NECRON POWER CORES
The 'power cores' of the Necrons tap into and store some of the energies of the material universe and once activated they function until turned off or breached.
REACTIVE HULLS
Necron ships are made of a unique semi-sentient metal (Necrodermis), Armour 4 all round. The metal reacts to and is able to negate the following:
- Gas & dust clouds: no blast marker is placed, speed is not reduced.
- Passing through / in contact with blast marker(s): blast marker is ignored, no reduction in speed, no damage.
What the armour cannot negate, the quantum shielding takes over.
QUANTUM SHIELDING
The shielding is somehow part of the hull, augmenting the armour to 6 all round and only exist at the moment of a hit / impact the Necrodermis cannot negate, such as weapon/lance/bombs/torpedo hits, assault boat/meteorite impacts or teleport attacks. This means that all teleporters and AC will have to stall their attacks until the shielding is down (assault boats/boarding torpedoes/teleported troops would be squashed against the shielding). The others can chose to attack the shielding first.
The capacity of the shielding to withstand hits/impact is given by a number.
INERTIALESS DRIVE
The Necron drive ensures that gravity, momentum and other forces have very little purchase upon the ships frame (ignoring gravity wells). Necron ships have no minimum distance of movement before being able to turn. It also allows any ship to use the special order CTNH and allows ships of any size to land on a planet (without falling towards its surface / crashing) and to take off again. All ships can attain unimaginable velocities, rivalling these of the Eldar or is it the opposite?.
AAF: speed + (1D6 x 10 cm). Able to turn at any point of the movement and from there after each 20 cm travelled.
FTL: Necrons do not have true FTL. However when a tomb / stasis ship arrives, eternity gates, wormhole corridor tunnels and dolmen gates are quickly build, enabling further forces to be brought in in a blink of the eye.
NECRON STEALTH
All necron ships, but not crippled ones, are capable of phasing. Being partially out of phase they do not activate mines, never gives bonuses for being on special orders, are difficult to 'spot' by targeter arrays and as a result, weapon batteries suffer a right shift on the gunnery table and any other successful hits must be re-rolled.
Another form of 'stealth', available to all Necron ships, but not crippled ones, is keeping the ship(s) in a pocket dimension, totally undetectable by / invulnerable to the inferior races, while themselves being able to survey the 'battlefield'. While in the pocket dimension, they cannot fire their weapons, launch AC or perform Portal attacks. They cannot phase into and out of the pocket dimension in the same turn. A ship may begin play in a pocket dimension (ONLY if the Necrons are the defenders; write down position) or activate it (place marker) at the end of the movement phase. On deactivation, at the beginning of the movement phase, the ship must 'appear' within 10 cm of its marker / secret position.
NECRON REPAIR
The teams of Canoptek spyders, scarabs & wraiths allow to roll an extra die in the end phase.
A more elaborate system (upgrade) allows to roll an extra die in the end phase and succeed repairs on a roll of 4+.
NECRON WEAPONS
Necron vessels employ many unique weapon systems, unknown to other fleets. These follow the rules outlined below.
Lightning Arcs
Lightning arcs function as short range weapon batteries with some differences.
- all targets are treated as closing
- Lightning arcs with multiple fire arcs can divide their total Fire power, splitting it between its fire arcs in any way the player desires.
- Can only be fired at the closest target (single ship or squadron of ships) in each of the firing arc, but not ordnance. If however the 'line of fire' to the closest ship passes through a single piece / wave of ordnance, they are affected by 'secondary' arcing. The single piece of ordnance / each single piece of ordnance in a wave, is hit on a roll of 6.
Range: 30 cm.
Gauss Anihilators
These are the Necron equivalent of lances. Unlike more 'conventional' energy weapons, a gauss projector does not deliver a cutting beam or bolt of force. Instead it emits a molecular disassembling beam reducing the enemies to constituent atoms. The focussed beams of the lance array are capable to cause horrendous damage to any enemy. Any rolls to hit of 6 that effectively causes damage to the hull, causes a critical hit on a 4+.
Range: 45 cm
Portal
Portals are more precise than conventional teleporters and are able to flood enemy ships with a relentless host of Necron Warriors and swarms of Scarabs. Each portal confers a hit and run attack to the Necron vessel. These have a range of 10cm and, as normal, can only be made against ships whose shields are down. The usual restriction that teleport attacks can only be made against ships with less remaining Hull Points is waived, with the exception that Necron Raider class vessels do not carry enough Warriors to board anything with more than 6 Hull Points (remaining).
Each successful hit and run attack allows the necron ship to attempt and 'repair' one hitpoint in the end phase of the turn (harvested energy by scarabs).
Eternity gates
act as launch bays. The 'carrier' has actually no assault craft on board. The reload SO is needed to launch the next 'wave'.
Launch limits?
Assault craft
Tomb Blades: fighter-bombers, speed 30 cm, resilient (3+?).
NECRON LEADERSHIP
Each ship is at least equipped with a Command Core, granting a Ld (7 + D2). Critical hits can reduce the command core's Ld.
In the larger ships, the command Core can be replaced by a Sepulcher (actual bridge) for the commanding Lord/Overlord, Ld (7 + D3).
DISENGAGING
Necrons are rather reluctant to disengage while fighting other, inferior, races. Disengaging is done by ‘fading out’, the vessel in question 'de-materialises' and drops out of normal space. At the end of its Movement phase any Necron ship may perform a 'fade out disengage' after a successful Ld-test (maybe a negative modifier if fighting 'inferiors'? But how severe?).
EDIT: removed the Star Pulse.
EDIT2: blue text.