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NECRON VESSELS

NECRONS IN BATTLEFLEET GOTHIC



Necrons follow all normal rules for fleets except where stated here.

REACTIVE HULLS

NECRON WEAPONS

Necron vessels employ many unique weapon systems. unknown to other fleets. These follow the rules outlined below.

Sepulcher

Only utilised by the largest Nccron vessel in a fleet. a ship carrying a Sepulcher automatically gains a Leadership of 10. The Sepulcher is used to attack one enemy ship that is within 20cm range. When the Sepulchre is used make a Leadership test for the enemy vessel being attacked. as a wave of palpable psychic force is generated from the Necron ship. The crew are paralysed by visions of horror. and if discipline is lost then the crazed crew are likely to do damage to their own ship as they rampage uncontrollably.

A ship attacked by the Sepulcher should take a Leadership test. If they pass. the captain cracks some heads and restores order. If it is failed. then the ship's Leadership is permanently reduced by L representing the loss of morale and trust. Also the ship may not use any special orders until after the end of their next turn. This includes Brace for Impact. Any ordnance within 20cm of the Sepulcher (except for non-boarding torpedoes) are destroyed on a 4+. A Necron ship may not use the sepulcher when it is crippled. on come to new heading. all ahead full. burn rcrros, or brace for impact special orders.

Lightning Arc

Stored solar energy is released as a forest of living energy tendrils which envelop targets probing for weaknesses. Lightning arcs function as weapon batteries however all targets are treated as closing.

Lightning arcs with multiple fire arcs can divide their total Firepower. A lightning arc can be split between its fire arcs in any way the player desires. So for a tombship. it' s Strength 20 lightning arc can fire 5 Firepower to the front. 12 to the left and 3 to the right. Next turn it could fire 20 Firepower to the right. and none elsewhere.

Star Pulse Generator

The star pulse generates a pulse of energy with a radius effect of 20cm. which does not effect other Necron ships. Each pulse generator gets one roll to hit against each ship or piece of ordnance in range. Holofields offer no defence. A star pulse cannot be generated while the vessel is crippled. braced. on all ahead full. come to new heading. or burn rerros special orders as it requires precise control.

Gauss Particle Whip

This is the preferred ranged weapon of the Necron Raiders. A particle beam is projected along a magnetic field across a short (at source) arc. the arc is sufficient to crack the particle beam like a whip. When a target is hit the beam is energised focusing power similar to the lightning arc batteries. but on a much smaller target area. Particle Whips ignore shields. holofields or any other mechanism that performs a similar function (such as Tyranid spores) on a to-hit roll of 6. Otherwise they behave as normal lances.

Portal

Portals are more precise than conventional tclcporters and are able to flood enemy ships with a relentless host of Nccron Warriors and swarms of Scarabs. Each portal confers an additional teleport attack to the vessel. These function exactly like teleport attacks. meaning they cannot use them if crippled. They are halved like other weapons when braced. on come to new heading special orders etc.

Necron ships are made of a unique sentient metal. To represent these factors all Necron ships with a reactive hull are immune to Damage. Leadership and Movement modifiers from solar flares. radiation. gas clouds and blast markers. All Necron ships are Armour 6. representing the difficulty of targeting them. and in addition receive a special save against each hit to represent the hull's adaptive

qualities. This save is 4+ and works exactly the same as a Brace for Impact save in all respects. including being able to save against hit and run attacks. If the Necron vessel actually uses Brace for Impact then the save is modified to 2+ but its stealth properties are instantly compromised. A Necron ship on Brace for Impact orders is reduced to Armour 4. Note that these rules replace the 4+ save normally gained for brace for impact.

Ancient Technology

The Necronryr have achicnr technology far advanced beyond the scope of lesser races. Due to this fact Necrons are allowed to fire on hulks of their own vessels in order to deny the enemy victory points. Note that they can only fire on NECRON vessels that they control. So if somehow you control! are allied to a non-nccron vessel that gets hulked. then it cannot be fired upon.

UAs ~e dug its shape become apparent. It was· a·

ship. no doubt it was a ship. yet buried by hundreds of feet of rock. It must ha~e lain there for millions of years. but even after all this time it appeared neither destroged nor abandoned, It appeared. intact. and functional too. and many runes. seams and panels hinted that there might be space witliin for something else to survive. But what lies within. fear

we to ask:' .

2D6 Extra

NECRON CRITICAL HITS TABLE

RoIl Damage
2 +0
3 +0
4 -1-0
5 +0
6 +0
7 +0
8 +0
9 +0
10 +0
11 +D3
12 +D6 Result

Power Flow Disrupted, May not fire lightning arc or particle whip in port arc.

Power Flow Disrupted. May not fire lightning arc or particle whip in. starboard arc. Power Flow Disrupted. May not fire lightning arc in any arc.

Power Flow Disrupfed. May not fire lightning arc or particle whip in any arc. Drive Damaged. May not change facing until repaired. Permanently reduce the ship's Leadership by -1.

Drive Damaged. Reduce movement by -5cm until repaired. Permanently reduce the ship's Leadership by -1.

Inertialess Drive Damaged. May not LIse All Ahead Full special orders until repaired. Permanently reduce the ship's Leadership by -1.

Sepulchre Damaged (if present, otherwise roll again). The ship loses the ability to use :its Sepulchre until repaired. Permanently reduce the ship's Leadership by -2.

Command Core Damaged. Permanently reduce the ship's Leadership by -3 .. Power Surge. Fermanently reduce the ship's Leadership by -2.

Ruptured Power Core. Permanently reduce the ship's Leadership by -2.

NECRON CRITICAL HITS

The unique nature of Necron vessels, combined with their incredibly advanced methods of manufacture, mean that they react to damage rather differently than other vessels. For this reason, Necrons use a special critical hits table.as presented above.

Nccrons . critical hits on a 4+ instead of a 6.

66 Closing on unidentified spatial anomaly

EXK99-Q002. DIstance 10,000... ?,OOO ... 8,000 ... Wait ... 'that's odd ... augers are starting to detect energy fluctuations... -subject gasp~- by the Emperor... that's impossible, these ri:adings are off the scale! ABORT. get us out of here • n ...

- Final message, research craft Cod's Eye

INERTIALESS DRIVE

Necron drives are capable of interstellar travel without the need to enter the Warp. The drive is fired whenever All Ahead Full orders are issued; instead of obeying the normal rules for this order the ship gains D6 x 10cm additional movement and can make a turn for every 20cm it travels.

Inertialess drives merely replace the bonus distance travelled. All rules concerning All Ahead Full still apply so weapon strengths are still halved.

DISENGAGING

Necrons will always prefer to disengage than fight to the end. They do this by 'fading out', the vessel in question dcmaterialises and drops out of normal space. At the end of its Movement phase any Necron ship may perform a fade out disengage automatically.

NECRO N VESSELS Victory points are modified from normal as listed below for nccron vessels:

• Any capital ship or escort squadron that disengages with no damage (or losses) whatsoever counts as 10% destroyed.

• Any capital ship that disengages with any damage at all or any escort squadron that has taken losses that disengages counts as 25% destroyed.

• Any capital ship or escort squadron that is crippled counts as 50% destroyed.

• Any capital ship that is destroyed but not left as a drifting hulk counts as 150% destroyed. Escort squadrons destroyed count this as well (as they can't leave hulks!)

• Any capital ship that is destroyed and left as a drifting hulk counts as 200% destroyed.

Ffawed ShIps' ~

NECRON VESSELS

500

ptsJ

TombshiPS are the largest Necron ships yet encountered by the Imperium. 'Iornbships are large and terrifyingly wellarmed craft, perfectly capable of defeating any lmperial battleship currently in service. Fortunately 1'01' the Necrons enemies, Tombslups are by nOllleans always present in a Necron raiding tleer. and so far have only been met on seven occasions. In each case the tombship was part of a large force, and so far no tombship has been met that was not escorted by at least three of the Scythe class hal-vest ships described later. All of the Tornbships so far encountered have been of the same general pattern, at least as far as can be ascertained from the reports of the engaging Imperial ships. Whether there are different or larger classes of tombship so far remains a mystery, though one account of an engagement between an Ork fleet and the Nccrons mentions a ship so big that it dwarfed an Ork. space hulk. Wheter this is true or simply typical Orkish exaggeration remains to be seen.

NECRON VESSELS

NECRON REAPER CLASS GRAND HARVEST SHIP

400 pts

The Reaper class grand cruiser is something out of a nightmare. Although similar in appearance to a scythe it is sizably larger and seems to have greater weapon output.

Xenologists theorize that these were simply the machinations of Necron leaders who wanted the speed and edge of a scythe but wanted superior firepower. Presumably the vessel is a refitted Scythe.

The Imperium have rarely encountered the vessel. and most accounts of it are known through tales of captured Eldar. who tell of a ship that could demolish entire batrlefleets.

According to their story a fleet consisting of a reaper and a handful of smaller vessels was able to destroy their entire craftworld. Refugees from the craftworld escaped to other craftworlds and some were captured by the Rogue Trader vessel Dominus Nix.

Naval authorities fear that if such tales are true and that there are more of these hidden. then His great navy may be overwhelmed by iust a few vessels.

Flawed Shi " "':'

NECRON VESSELS

NECRON SCYTHE CLASS HARVEST SHIP

-300 pts I

Harvest ships appear far more common than the tombships, and have been part of every Necron fleet so far encountered. So far all of the harvest ships encountered appear to belong to the same class, the only difference being the inclusion of a sepulchre-like chamber on some of the ships (though this does not change their outward appearance, nor does it appear to function in the same manner as those observed on tombships). Wheter this is universally true is unknown, though it may well be the case considering the uniform appearance and design of the Necron warriors that have been encountered so far. Although the harvest ships appear lightly built compared to the solid designs used by the Imperium, these looks are highly deceptive, and they have proved to be incredibly resilient and difficult to destroy. So far there are only three cases of Imperial ships being able to disable a harvest ship, and in all three cases it required the firepower of several capital ships to achieve the feat. The harvest ship's resilient design combined with the sophisticated and devastatingly effective Necron weaponry they use makes them a match for all but the largest Imperial craft.

KNOWN ENCOUNTERS

666.M41 Yuctan: Squadron Farsight destroyed, harvest ships implicated 962.M41 Bora Culpa Incident: Sighted around Bora Culpa, population found to be vanished after recon by Space Wolves Space Marines.

NECRON KHOPESH CLASS LIGHT HARVEST SHIP

,

200 pts

With the arrival of Abbadon's 13th Black Crusade. the news of the Blacksrones' return sent shockwaves of fear and panic across the galaxy. No one escaped word of their arrival including the remaining Necron sleepers. Surface and void assets began awakening in an exponentially quickening pace. with ancient monolithic structures rising from the sterile earth of previously dead worlds and new stars sliding across the black sea's endless depths. bursting forth from the shadowed canyons of asteroid belts and kelp patches of gas clouds.

Shortly after lighter Necron vessels never before seen began to be reported in a number of incidents. These vessels. vere given the name Khopesh class harvesters.

KNOWN ENCOUNTERS

9S8_M41 Tsttmus: Demote family fleet destroyed.

998.M41 Maelstrom: Wolf pack fleet chased and destroyed by lighter necron cruiser. as observes by the dauntless Divinity.

NECRON VESSELS

. .. 150 pts

NECRON SHROUD CLASS LIGHT HARVEST SHIP .

The Shroud class was first recorded in 992.M41 during an engagement with Baulefleet Pacificus. In the six years immediately after, vessels of this configuration were observed on three occasions and each time disengaged before Imperial vessels could bring them under fire. It was believed that either the class or the crew was being tested in some way Any preparation ended in 998. M41 when five Shrouds launched a suicidal assault on the Adcprus Mechunicus Mars installation

Since the Mars gambit, Shrouds have been identified on six occasions acting as the long-range eyes and ears of the Nccron fleet. They excel at their job because 1]0 Imperial ship with any chance of catching a Shroud could possibly defeat one if they actually caught it. They pose a grave threat to Imperial Navy installations. If they can penetrate the defences oJ Mars with such ease then there is no base which can be considered safe.

Sp'ecial Rules: The Shroud is an espe.cialfy stealthy uessel. Its hull is a further r.ef_inf{.u.zent of the normal Necron design, which is even harder to detect. As long as it is not crippled a Shroud will never activate orbital mines or grant the enemy bonuses to their Command checks if it is on special orde'rS. The Shroud's superior sensors are capable of relay.ing information gleaued to the rest of the fleet. If a Necron fleet has any uncrippled Shrouds on the battlefield the iobolefleet will get an extra + 1 to their Command cheeks iobea any-enemy vessel is on. special orders.

; NECRON CARTOUCHE CLASS LIGHT HARVEST SHIP ISO pts

Cartouche class light cruisers are light. fast. dangerous and - fortunately - rare vessels used by the mysterious race known as the Necrons, In the Necronryr's fleets. where these ships were observed. this class usually filled the gap between typical cruisers and escort ships. They are not capable of fighting alone against cruisers or battleships. so the Cartouches typical task is to hunt down enemy escort ships and engage light cruisers.

The most notably actions of these abnominations were destroying nearly the whole recon expedition during the "157 Incident" and eliminating orbital defences around the Ellestratum Hive world. before the Nccron invasion known as the 797.M41 Ellestratum Massacre. or simply as the 'Great Harvest at Elles',

Flawed Shi " "':'

NECRON VESSELS

40 pts I

NECRON DIRGE CLASS RAIDER

The Dirge cia"" raider h rhe -mulk-r of the two e,,'on ,Lenl Nccron <hip». and apP(,;II's to be <ouuwhar r.rrcr. \X'hether this i~ u nivcrxallv the ('a,'(' or xirnpl , a muuc r or cILll'lCt' i,' unk novvn

Dirge cia" raiders, .dthougb nLl'er tormallv ide nrificd at the rirue. are 110\\' bel,n'eei to .ucounr for manv ofthe I't'~,"t'ls occ.e.ionullv ,,'gJ][ed bv Impel'ial 1':"ploraLOr,< even befor« i he- YLIClall incident .u id the rir.,t kn ov, 11 NeCl'oll hurvcxt. In ()<)~ ,vI II an il11pcnl"lrahle lave-r or unidc ntific-d metal "a" round st'l'er:iI hundrcd merre., be ne.uh the surface of Angeli". lurcr to he rel'e:Lled a~ SOI,ne torm or alien spacecral;-, when the le,s.,el ro-«: entirely out or the sand an,d departed wirhour tract' In i he light oll.uc r evcnrs. ir would "t'Clll probable thai the "i\ngeli~ Boat wa~ In I:ICI a Dirge cla"s r.udcr.

NECRON JACKAL.CLASS RAIDER

50 pts

Necroll. tlec'rs h:II"(:' ,so l.u ;iI"';II-S included numbers of smaller ship~ l"Oughll- c quivulcnt to Imperial (:'scol'l 1'(::s,t'I" Allhough Ihere hal'e been tv, 0 instanccs of such crah opc-r.u ing on their own. rhi-, S('CI11,' 10 be the cxccpuou r.uher than the rule, and ir appears thur rhcv are usual I)" l'elT closelv courrolk-d bv rill' rornb-Jup-, or h.uvc-r ~hip,s in the llcc r. The ,1;lCkal is Illc slighth larger or the rwo I\'pe~ or escorr so rar t'rIC'OI.II-li"tTCd. ;tnd h;u, bcen present in cvcrv Nccron lleel xo tnr cngagcd bl l mpcrr.rl forc(:"

KNOWN ENCOUNTERS

796,JH-'li Ad inb u r Pri m e: Arnh usb Oil P{/I/'o/ (,/'Oi/ji Tirvn-: Ball leflcc! Allelliis re i nlorced successfutl v

998,M-1-j Afars: vessel» jlm/'ideel ditersionarv t a) gels a! edge of" ,\0/ svst et n - suhsta nti«! at t acle ensued.

It was then that I realized that the artefacts weren't human. We came here in search of the rumored STC that was floating around the mouths of pirates and Rogue Trade~s: of an the places to search .... this dead world was the one.

The monstrosities that came out of the tomb when we opened it were innumerable, like the dead rising. some ancient civilization that couldn't possibly exist. In a moment the entire excavation site ~as aestroyed, they came for our ships next.There was no stopping them.

=Rogue Trader Victor Damore

NECRON VESSELS

NECRON HARVEST FLEET LIST

:

FLEET COMMANDER

ESCORTS

0=1 Sepulchre

Although not a fleet commander in the traditional sense. sepulchres represent the automated crux of a Necron fleet. It must be assigned to the largest capital ship in your fleet (the one with the most hits). If your fleet contains any capital ships then it must include a Sepulchre. It replaces the vessels leadership with its own

leadership. _.

Sepulchre (LD to) .'. . . . . . . . . . . . . . . . . . . . . . . .. 50 pts A Sepulchre comes with one re-roll, You may purchase additional re-rolls for your sepulchre for the following cost:

One extra reroll 25 pts

Two extra rerolls 75 pts

CAPIT AL SHIPS

Battleships

You may include I Battleship for every 2 cruisers 10 your fleet. .

T ombship class tombship 500 prs

Grand Cruisers

You may include I grand cruiser for for every 2 cruisers in your list.

Reaper class grand harvest ship. . . . . . . . . . . . .. 400 pts

Cruisers

You may have up to 6 cruisers and 6 light cruisers.

Scythe class harvester 300 pts

Khopesh class ligh t harvester 200 pts

Shroud class light harvester ISO pts

Carrouche class ligh t harvester ISO pts

You may have up to 24 escorts in your fleet.

Dirge class raider 40 pts

Jackal class raider 50 pts

Note: for all intents and purposes. tomship and harvester mean battleship and cruiser, and are only written this way fOI character.

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