RED ELF
NECRON RULES & WEAPONS
NECRON WEAPONS 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 with two differences, firstly they get no adverse column shifts for holofields (the bolts do not need to see) and all targets are treated as closing.

Lightning Arcs and multiple fire arcs

The total Firepower of a Lightning Arc can be split between its fire arcs in anyway the player desires. So for a Tombship, its 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.

Energy Drain

Only utilised by Tombships. It can be used to attack one enemy ship that is in range. When used make a leadership test for the enemy vessel being attacked to represent its crew struggling to re-route power and stop the energy drain. If the test is failed then the target ship's systems are accessed and their energy drained to the Tombship. If the Tombship has taken damage it recovers 1 point every time it performs a successful energy drain. If the target vessel is not already crippled it is treated as if it is for the next turn. If it is already crippled it is treated as a drifting hulk for the following turn May only be fired.when the ship is not on special orders or is crippled.

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. The Particle Whip is treated like a lance except any rolls to hit of 6 bypass shields and effect the target ship directly and are unsaveable by holofields.

Nightmare Field

Only utilised by ships bearing a Sepulchre. A wave of palpable psychic force is generated from the Necron ship, and all enemy within 20cm are potentially affected. The crew are paralysed by visions of horror, if discipline is lost then the crazed crew are likely to do damage to their ship as they rampage uncontrollably. Each affected ship should take a Leadership test. If they pass the Captain cracks some heads and restores order, if it is failed then the ships leadership is reduced by 1 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 engaged by the Nightmare Field (except for non-boarding torpedoes) is destroyed on a 4+. May only be fired.when the ship is not on special orders or crippled.

Portal

Portals are more precise than conventional teleporters and are able to flood enemy ships with a relentless host of Necron Warriors. Each portal confers an additional 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 Raiders do not carry enough Warriors to board anything with more than 6 hull points remaining.

Scarab Hive

Hives stores and fabricate Scarabs, which can be used offensively by swarming nearby enemy ships where they self-destruct in the most damaging locations. Scarab Hive attacks count as a wave of bombers with strength equal to the strength of the Scarab Hive. They move in a straight line between the ships and will have to contact any fighters directly between their ship and anything they plan to attack. The enemy may fire turrets at the swarm or use any other defences that affect ordnance to defend itself from the attack. Note that Scarab Hives do not need to be reloaded, and are not represented on the table top by ordnance counters.

Pulse generator

The pulse generates an 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 starpulse cannot be generated while the vessel is using any special order or crippled as it requires precise control.

NECRON SHIPS SYSTEMS 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.

Reactive Hulls

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 hulls adaptive qualities. The save is 6+ for Raiders, 5+ for Harvesters and 4+ for Tombships. If the Necron vessel 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 armour 4. Last, but by no means least, all Critical repairs are made on 4 or more.

Disengaging

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

At the end of a game including normal victory points count up the Necron losses using the following modifiers:

  • Any capital ship that disengages with no damage whatsoever counts as 10% destroyed.
  • Any capital ship that disengages with any damage at all or any raider that disengages counts as 50% destroyed.
  • Any capital ship that is crippled counts as 100% destroyed.
  • Any capital ship that is destroyed but not left as a drifting hulk counts as 200% destroyed.
  • Any capital ship that is destroyed and left as a drifting hulk counts as 300% destroyed.
NECRON CRITICAL HITS TABLE
2D6 Roll Result
2

Power Flow Disrupted. May not fire Lightning Arc or Particle Whip in Port Arc.

3

Power Flow Disrupted. May not fire Lightning Arc or Particle Whip in Starboard Arc.

4

Power Flow Disrupted. May not fire Lightning Arc in any Arc.

5

Power Flow Disrupted. May not fire Lightning Arc or Particle Whip in any Arc.

6

Drive Damaged. May not change facing until repaired.

7

Drive Damaged. Reduce movement by - 5cm.

8

Inertialess Drive Damaged. May not use 'All Ahead Full' special orders.

9

Comand Core Damaged. Reduced leadership by -3.

10

Sepulchre Damaged (if present otherwise roll again). The ship loses the ability to use Energy Drain and Nightmare Field.

11

Power Surge. +D3 damage points.

12

Ruptured Power Core. +D6 damage points.