Hi Guys,
I'm going to be playtesting the following rules over the next week. I'll let you know how it turns out.
The points haven't really been played about with too much, what do people reckon to their values?
Cheers,
RayB HA
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Necron Dynasties
Special Rules
Leadership
Necrons have the following Leadership table: 1,2=7, 3-4=8, 5-6=9.
Necrons do not gain a leadership bonus for enemy contacts.
Inertialess Drive
Minimum distance before turning is reduced by 5cm.
Come to New heading, All Ahead Full and Burn Retros special orders do not half firepower,
instead they reduce the ships armour value to 5+ until the special order is removed.
Living Metal
Critical Hits suffered do not cause extra damage.
Fire, Hull Breach and Bulkhead Collapse critical results are taken but have no effect.
When repairing critical hits you may reroll failed repair rolls.
Teleporter Attacks
Necron capital ships may make teleporter attacks against any target and have double the number of teleporter attacks against targets with lower remaining hits.
Weapons
Lightning Arcs
Gunnery Weapon that hits the weakest armour facing.
If hitting the Prow the target counts as closing, the aft counts as moving away and broadsides counts as abeam.
You may only target the closest enemy excluding ordnance in an arc of your choice.
Particle Whip
Lance that ignores shields when the targets armour is met or beaten.
Ordnance
Portals
These are Launch bays that offer only half to the attack craft limit (Per weapon entry rounding down).
Portals allow attack craft including Canoptik Swarms upto the number of portals to relaunch instead moving normally per ordnance phase.
Scythe
20cm speed Fighter/Assault Boats only when a targets shields are down.
Tomb Blades
20cm speed Fighter/Bomber ignores armour only hitting on 6's.
Canoptik Swarms
10cm speed Orbital mines causing fire criticals instead of damage.
Canoptik swarms don't use the attack craft limit, just like normal mines.
Tombship
Type: Battleship, Hits: 12, Speed: 25cm, Turns: 45*, Shields: 4, Armour: 6+, Turrets: 4
Dorsal Particle Whip, 6, 45cm, LFR
Prow Lightning Arc, 8, 30cm, LFR
In addition Choose one of the following sets of broadsides:
Starboard Lightning Arc, 6, 30cm, LFR
Port Lightning Arc, 6, 30cm, LFR
OR
Starboard Portals, 3
Port Portals, 3
Notes: +5D6cm on AAF, The Tombship also posses a Sepulchre.
Reaper
Type: Cruiser, Hits: 8, Speed: 30cm, Turns: 45*, Shields: 2, Armour: 6+, Turrets: 3
Dorsal Particle Whip, 3, 45cm, LFR
Prow Lightning Arc, 4, 30cm, LFR
In addition Choose one of the following sets of broadsides:
Starboard Lightning Arc, 4, 30cm, LFR
Port Lightning Arc, 4, 30cm, LFR
OR
Starboard Portals, 2
Port Portals, 2
Notes: +5D6cm on AAF.
Shroud
Type: Cruiser, Hits: 6, Speed: 35cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 2
Dorsal Portals, 2
Starboard Lightning Arc, 4, 30cm, LFR
Port Lightning Arc, 4, 30cm, LFR
Prow Lightning Arc, 4, 30cm, LFR
Notes: +6D6cm on AAF. May replace it's Dorsal Portals for a Sepulchre.
Dirge
Type: Escort, Hits: 1, Speed: 35cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 2
Lightning Arc, 3, 30cm, LFR
Portal, 1
Notes: +6D6cm on AAF
Jackal
Type: Escort, Hits: 1, Speed: 40cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 1
Lightning Arc, 3, 30cm, LFR
Notes: +6D6cm on AAF
Stasis Ship (Transport)
Type: Escort, Hits: 1, Speed: 25cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 1
Lightning Arc, 3, 15cm, LFR
Notes: +4D6cm on AAF, counts as 2 Transports, (-1 leadership as normal transports) may not be squadroned.
Fleet Commander
0-1 Fleet Commander
The most expensive capitalship in your fleet may be captained by a fleet commander.
You must include a fleet commander if your fleet is worth over 750pts.
Phaeron (Ld 9)....50pts
Nemesor (Ld 8 )....25pts
Your fleet commander does not come with a fleet reroll but may purchase up to two Astromancer rerolls that are allocated to specific squadrons during deployment.
One Astromancer reroll.....25pts
Two Astromancer rerolls.....50pts
Sepulchre Upgrades
Tombships and Shrouds may take a Sepulchre upgrade each as explained in their notes.
Stealth: All ships within 15cm don't offer a bonus to enemy command checks due to enemy constacts. In addition the Shroud counts as cellestial phenomenon for Necron ships when disengaging.
Sensors: Necrons within 15cm gain +1 Leadership for command checks if any enemy is on special orders. In addition any enemy wishing to disengage within 15cm of the Shroud suffers -3 to its leadership (including the normal -1 for being an enemy ship).
Canoptik Hives: One Canoptik Swarm maybe launched per turn as long as the ship is not braced or crippled. Instead of launching a swarm any ship within 10cm gains D6 repair dice.
Capitalships
Battleships
You may include one Battleship for every 2 Cruisers
Tombship........500pts
0-12 Cruisers
Reaper.......250pts
Shroud........175pts
Escorts
You may have any number of escorts in your fleet.
Jackal.........50pts
Dirge..........50pts
Campaign Rules
Necron Dynasties are a Battlefleet with an Attack Rating of 2
Necron Promotion Table
1-10 Renown: Overlord (Ld8) 0 rerolls
11-25 Renown: Nemesor (Ld8) 1 reroll
26-50 Renown: Phaeron (Ld9) 1 reroll
51+ Renown: (Ld9) 2 rerolls
Ship Experience
Necrons gain and lose experience like any normal fleet but cannot gain crewskills, instead they may gain Cryptek Augments in the same manner.
Cryptek Augmentation table
1: Psychomancy, (despair) Teleporter attacks may cause -1 leadership until repaired instead of a successful critical. Choose after you have rolled.
2: Plasmancers, (destruction) Roll 3D6 and discard the highest when attempting Lock-on special orders.
3: Chronomancers, (eternity) autopass leadership check, declare before rolling.
4: Ethermancers, (Storm) Lightning arcs maybe aimed at ordnance benefiting from a left shift on the gunnery table.
5: Geomancers, (transmogrification) Roll 3D6 and discard the highest when attempting BFI special orders.
6: Flayer Virus, +1 Boarding Value, +1 to teleporter Hit and run attacks, -1 Leadership.
Systems and Repair values
After setting up the Subsector map the Necron player only discovers the Necron presence in each system as he secures them.
Once any Necron player takes a system for the first time he must roll on the following table to determine its worth.
1-3: Huskworld. Counts as unihabitated.
4-5: Fringeworld. Counts as Mining.
6: Coreworld. Counts as Civilised.
Starting World: Crownworld. Counts as Forge or Hive.
The First world the Necron Player starts with is a CrownWorld, no matter what it counts as to the other players.
The only exception to this is when the Necron player is capturing a Civilised, Hive or Forge world, in which case it counts as a Slaveworld and only offers half the normal amount of repair points rounding up.
Refits
Necrons may use the normal refit table with the following changes:
Ship Refit 1, The ship has +1 Ld.
Weapons Refit 3, Lightning Arcs may target any ship in range after a successful leadership test.
Weapons Refit 6, The ship has an additional Sepulchre upgrade, this cannot be a duplicate of one already possed by this ship.
Cutting Room Floor:
Nightmare field.
Lightning Arcs being closing WBs that ignore holofields.
Star Pulse Generator.
Particle Whips ignoring shields on a 6+ to hit.
Portals being teleporter attacks.
Unique Critical table.
Repairing criticals on a 4+.
Immunity to Blastmarkers and related cellestial phenomenon.
Armour Saves.
BFI save 2+, reducing armour to 4+.
AAF D6x10cm, can turn every 20cm.
Automatic disengaging.
Special Victory Points.
Half Repair Points in camapigns.
No fleet Commander.
Leadership normal, or +1.
Leadership upgrade for the Tombship.
Unlocalised rerolls (no 'free' reroll).
Tombship limited by one Scythe(Reaper).
Name of the Scythe Cruiser changed to Reaper.
Quantum shields, shields that increase the armour value from 5+ to 6+ until knocked down.
No mimimum movement.
No mimimum movement before turning.
Inerialess drive also allowing extra AAF movement, free turn on CTNH, Reverse on Burn Retros.
Flayer Virus, A Necron ship with leadership 7 has the flayer virus having a +1 to Hit and Run attacks from its teleporter attacks.
Lightning arcs able to jump to other targets.
Gauss Batteries, Gunnery weapon that ignores armour only hitting on 6's. All targets count as closing.
Attack craft having fast speeds.
Launch bay Portals linked to teleporter attacks.
Scarab swarms/hives changed to Canoptik swarms/hives.
Moving Minefields (Scarab/Canoptik swarms).
Regenerating hits (when repairing criticals).
Speeds changed: Tombship 20cm to 25cm, Shroud 30cm to 35cm. Jackal 40cm to 35m, Dirge 50cm to 40cm.