Hi Guys,
I'm going to update this first post as the changes and new ideas come in.
Cheers,
RayB HA
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Necron DynastiesSpecial RulesLeadership 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 DriveMinimum 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 MetalCritical 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 AttacksNecron capital ships may make teleporter attacks against any target and have double the number of teleporter attacks against targets with lower remaining hits.
Sepulchre UpgradesTombships and Shrouds have Sepulchres that offer either a Stealth or a Sensor bonus chosen at the begining of each Necron turn. (I suggest using a coin to mark which you have chosen, Tails for Stealth and Heads for Sensors).
Stealth: All ships within 15cm don't offer a bonus to enemy command checks due to enemy contacts. In addition the Shroud/Tombship counts as cellestial phenomenon for Necron ships when disengaging.
Sensors: Necrons within 15cm of any Sepulchres in Sensor mode 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).
WeaponsLightning ArcsGunnery weapons that count all targets as closing.
You may only target the closest enemy excluding ordnance in an arc of your choice.
You may divide your Lightning Arcs in different fire arcs in any ratio you wish.
Note: All Lightning Arcs have Left/Front/Right firing arcs.
Particle WhipLance that ignores shields when the targets armour is met or beaten.
OrdnancePortalsThese are Launch bays that don't begin the game loaded, when you reload you must launch in the same turn, counting as empty for the next turn.
If a Necron ship with portals is not on special orders it may relaunch Attack Craft already on the table, including Canoptek Swarms.
Scythe 30cm speed Fighter.
Night Scythe30cm speed Assualt Boat.
Tomb Blades20cm speed Bomber.
Canoptek HiveThese are launch bays that can only launch Canoptek Swarms, do not add to the Attack Craft limit and do not have the special Portal rules for reloading and relaunching.
Canoptek Swarms10cm speed Orbital mines causing fire criticals instead of damage.
Canoptek Swarms must automatically repair a single repairable critical hit if they come into contact with a friendly Necron ship that is currently suffering from a repairable critical hit.
Note: This includes when relaunching from portals.
Canoptek Swarms don't use the attack craft limit, just like normal mines.
TombshipType: Battleship, Hits: 12, Speed: 25cm, Turns: 45*, Shields: 4, Armour: 6+, Turrets: 4
Dorsal Particle Whip, 5, 45cm, LFR
Prow Lightning Arc, 8, 30cm, LFR
Prow Canoptek Hive, 1
In addition choose three of the following sets of broadsides:
Starboard Lightning Arc, 2, 30cm, LFR
Port Lightning Arc, 2, 30cm, LFR
OR
Starboard Portals, 1
Port Portals, 1
Notes: +5D6cm on AAF, The Tombship also has a Sepulchre.
Scythe/ReaperType: 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 two of the following sets of broadsides:
Starboard Lightning Arc, 2, 30cm, LFR
Port Lightning Arc, 2, 30cm, LFR
OR
Starboard Portals, 1
Port Portals, 1
Notes: +5D6cm on AAF.
ShroudType: Cruiser, Hits: 6, Speed: 35cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 2
Starboard Lightning Arc, 4, 30cm, LFR
Port Lightning Arc, 4, 30cm, LFR
In addition Choose one of the following Prow Weapons:
Prow Lightning Arc, 4, 30cm, LFR
Prow Portals, 2
Prow Canoptek Hive, 1
Notes: +6D6cm on AAF. The Shroud also has a Sepulchre.
JackalType: Escort, Hits: 1, Speed: 35cm, Turns: 90*, Shields: 1, Armour: 6+, Turrets: 2
Lightning Arc, 3, 30cm, LFR
Portal, 1* (This Portal does not add to the attack craft limit, in addition it may not use Reload special orders).
Notes: +6D6cm on AAF, May replace Portal with Str 2 Lightning Arcs.
DirgeType: 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 Commander0-1 Fleet CommanderThe 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
CapitalshipsBattleshipsYou may include one Battleship for every 2 Cruisers
Tombship........500pts
0-12 CruisersScythe/Reaper.......250pts
Shroud........175pts
EscortsYou may have any number of escorts in your fleet.
Jackal.........55pts
Dirge..........40pts
Campaign RulesNecron Dynasties are a Battlefleet with an Attack Rating of 2
Necron Promotion Table1-10 Renown: Lord (Ld8) 0 rerolls
11-20 Renown: Overlord (Ld8) 1 reroll
21-30 Renown: Nemesor (Ld9) 1 reroll
31-50 Renown: Nemesor (Ld9) 1 reroll (One random Cryptek upgrade on your flagship)
51+ Renown: Phaeron (Ld9) 2 rerolls (One random Cryptek upgrade on your flagship)
Ship ExperienceNecrons gain and lose experience like any normal fleet but cannot gain crewskills, instead they may gain Cryptek Augments in the same manner.
Cryptek Augmentation table1: Eytomancy, (navigation) Roll 3D6 and discard the highest when attempting Come to New Heading and Burn Retros special orders.

2: Plasmancers, (destruction) Roll 3D6 and discard the highest when attempting Lock-on special orders.
3: Psychomancy, (despair) +1 Teleporter attack. Teleporter attacks may cause -1 leadership until repaired instead of a successful critical. Choose after you have rolled.

4: Ethermancers, (Storm) Lightning arcs maybe aimed at ordnance benefiting from a left shift on the gunnery table when doing so.
5: Geomancers, (transmogrification) Roll 3D6 and discard the highest when attempting BFI special orders.
6: Chronomancers, (eternity) autopass leadership check, declare before rolling.
Systems and Repair valuesAfter 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 is a Slaveworld and counts as a Penal Colony for a Civilised Worlds and 2 Penal Colonies for Hive or Forge Worlds.
Reinforcements, Withdrawls and the Flayer VirusWhen recieving a capital ship as a reinforcement or returning from being fully repaired, roll a D6 on a roll of a 1 the ship has been contaminated with the Flayer Virus.
A ship contaminated with the Flayer Virus cannot be squadroned but gains +1 to its teleporter hit and run attacks and +1 to its boarding value.
RefitsNecrons 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, If the ship becomes crippled it does not halve it's weaponary.
Cutting Room Floor:Nightmare field.
(The fluff no longer supports this, not that it really did in the first place)
Lightning Arcs being closing WBs that ignore holofields.
(Ignoring holofields is just a hate crime, it's unnecessary!)
Star Pulse Generator.
(This is no longer supported by fluff, also with the introduction of shields and drop of special rules concerning BM's it'd be a little weird aswell.
In addition it was rather too large an area effect).
Particle Whips ignoring shields on a 6+ to hit.
(Only going through shields on a 6 means that only 1 in 3 hits goes through shields meaning that 2 hits would hit shields. Against cruisers this does nothing on average.
Against highly shielded targets it can be nice for chipping damage but if you want to cause more than one point of damage a turn you're looking at dropping all its shields anyway!
Only against escorts does this really come into play and even then its not that noticeble, 3 hits basically counts as 4 against escorts (+25% damage) assuming they're not in base contact or already have their shields down.
This needed to be improved (going through shields against armour) or dropped as it's a rule with no real benefit in a fleet already heavy with special rules).
Portals being teleporter attacks.
(The fluff doesn't really support this, but with them becoming launch bays they shouldn't be too complicated).
Unique Critical table.
(Now that Necrons have shields and specified weapon locations there is no need).
Repairing criticals on a 4+.
(I've opted for a reroll instead as this instills a sense of reliability but also makes them a little more balanced against assualt boats).
Immunity to Blastmarkers and related cellestial phenomenon.
(Now that Necrons have shields there is no need for these extra rules).
Armour Saves.
(Other than not needing saves due to the introduction of shields, saves are an extra stage of unreliability unsuited to such an advanced race, especially in a game that keeps as few stages of dice rolls as possible.
This is further exaggerated by the fact Necrons have 6+ armour.
Also having 6+ saves and to a lesser extent 5+ saves, the effect of unreliability is once again increased).
BFI save 2+, reducing armour to 4+.
(Well this had fluff invented to give the Necrons a weakness so as armour saves are gone there is no need to keep it).
AAF D6x10cm, can turn every 20cm.
(A single dice roll determining such a massive effect once again gives Necrons an undeserved sense of unreliability.
However even if it were 2 D6 pick the highest it would be too powerful and 2 D6 pick the lowest it would be too similar to the normal AAF average distance.
Another clunky aspect of this mechanic is that you are left with gaps of 10cm where it is impossible for you to end up in, pretty odd for BFG. I suppose it could have been an upper limit to move to, but then it would end up being too powerful.
Automatic disengaging.
(The Shroud has a bonus that replaces the need for this. Also fluff doesn't support it anymore, they're too honourable or arrogant and 'phasing out' a ship doesn't have the go to button anymore).
Special Victory Points.
(This was never a good idea as it doesn't cover all scenarios).
Half Repair Points in camapigns.
(New Campaign rules have taken it's place).
No fleet Commander.
(Fluff upgrade ives the Necrons fleet commanders).
Leadership normal, or +1.
(Having a more grounded scale of leadership suits the Necrons more,
only slightly being better than the norm seems about right).
Leadership upgrade for the Tombship.
(The fleet Commander offers the same).
Unlocalised rerolls (no 'free' reroll).
(Limiting the number of rerolls and specifying where they can be used enphasizes the Necrons lack or intiative).
Tombship limited by one Scythe(Reaper).
(This limitation was okay when the Tombship didn't have shields, but things change).
Name of the Scythe Cruiser changed to Reaper.
(This is a fluff update)
Quantum shields, shields that increase the armour value from 5+ to 6+ until knocked down.
(Upscaling Quantum shields in such a dramatic manner is a little abstract.
It's far better to think of quantum shields as being part of the shields and armour value.
Overall the Mechanic is quite clunky and needs a fair bit of explaining and as such isn't really worth the effort).
No mimimum movement.
No mimimum movement before turning.
(Having such good manueverability as standard not only steps on the toes of Dark Eldar and Eldar
but gave no good reason to use movement special orders and by extension using the characterful Inertialess drive).
Inerialess drive also allowing extra AAF movement, free turn on CTNH, Reverse on Burn Retros.
(These extra rules just added too much padding to the mechanic and aren't aren't really neccessary).
Flayer Virus, A Necron ship with leadership 7 has the flayer virus having a +1 to Hit and Run attacks from its teleporter attacks.
(This just made the flayer virus too common).
Lightning arcs able to jump to other targets.
Lightning Arcs are a 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.
(These Mechanics aren't neccessary to make Lightning arcs distinct and aren't fully supported by existing fluff).
Gauss Batteries, Gunnery weapon that ignores armour only hitting on 6's. All targets count as closing.
(There is just no need for another special gunnery weapon, even if the mechanic works fine, simple and fits fluff).
Attack craft having faster than normal speeds.
(There is no background to support this, and no game reason to do so).
Scythe being a Fighter/Assualt boat(when shields are down).
Tombblade being a Fighter/Bomber (only causing damage on 6s).
(Having such weak AC means you need alot to be effective, and even if every Cruiser had the maximum number of launch bays this wouldn't be the case.
If Necrons are going to have AC it should be as good as the norm, or better).
Launch bay Portals linked to teleporter attacks.
(This just gets a little confusing, isn't really supported by the fluff and is far better represented by having a blanket rule for all Necron Capital ships).
Portals are Launch bays that offer only half to the attack craft limit (Per weapon entry rounding down).
(The reasoning for this was to prevent a Necron fleet from having an above average ammount of AC, but as the ships cost above average and can't have more launchbays that the norm, it wasn't needed).
Portals allow attack craft including Canoptek Swarms upto the number of portals to relaunch instead moving normally per ordnance phase.
(This got a little too complicated, relaunching them for free is far easier to understand and does roughly the same thing).
Scarab swarms/hives changed to Canoptiek swarms/hives.
(Fluff update)
Moving Minefields (Scarab/Canoptik swarms).
(Having Canoptek Swarms replace orbital mines is fine. There is no need to have a moving minefield that would for the most part end up too powerful an orbital defence.
Regenerating hits (when repairing criticals).
(This negates the need to capture worlds in campaigns which make them rather goaless. This doesn't have to be too powerful but combined with other Necron special rules it would make them too special/expensive).
Speeds changed: Tombship 20cm to 25cm, Shroud 30cm to 35cm. Jackal 40cm to 35m, Dirge 50cm to 40cm.
(The speed of the fleet shouldn't have jumps of 10cm, it doesn't feel right because of the inertialess drive but more importantly it makes the slower ships a massive handicap).
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).
Canoptek Hives: One Canoptek 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.
(having multiple options as separate upgrades doesn't work so well as the +1ld upgrade is useful all the time where as the stealth ability greatly depends on the enemy and circumstances of the battle and so you'll usually pick the leadership upgrade as default).
(as for the Canoptek swarms, they are just too different from the other upgrades. Having them only on the shroud balances them and has a nice parallel with the 40k army as Tombspyders).
Fleet Comparison:Necrons seem most similar to Chaos (weapon layout) or Dark Eldar (Speed/power), or maybe SMs (armour, short range)
The Tombship's closest relative is the Chaos Planet Killer or SM Battle Barge.
The PK is a bit of a freak though, it's points and role being strange.
The Battle Barge has roughly the same ranged capability. The Tombship is tougher and faster but doesn't have the SM bonus's, but does have a Sepulchre. 500pts almost seems too much for this.
450-500pts is where it's going to land.
The Reaper's closest relative is the Chaos Styx or Slaughter.
Less firepower than a Styx. (Dorsal/prow weapons being roughly equal plus 4 launch bays, so 2 Lbs short)
Or about the same as a Slaughter its just that it's LFR and not in both broadsides.
Armour 6+ isn't cheap but 250pts should be a good starting point.
The Shroud's is like a DE Cruiser or a SM SC (kinda, it's pretty special).
175pts is about the value I'd like the Shroud to fall into. It's Sepluchre is hard to point.
The Dirge and Jackal are very much like the DE escorts. Escorts are har to point individually, it's better to point them as a squadron.
Also the escorts are pretty much the only viable target for H&R attacks. Fighters on CAP are going to be important, that portal on the Jackal is going to be worth alot (also relaunching Canoptek swarms!).
I'm going to go for a squadron of 3 and 3, the Dirge are bullet shields, we have 2 portal Jackals and a Jackal with Str5 Lightning Arcs. This gives the 20 Lightning Arcs and 2 portals. Costing 270pts.