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Vandegraffe

Necron Fleet

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Necron Fleets for Rogue Trader

 

The dusty archives of the Mechanicus Explorators hold records of many lost civilisations. One of the most ancient of these, if not the most ancient, is that of the Necrontyr. The Necrontyr once had a galaxy-spanning empire of horrific power, but they have been so long extinct that now only the barest traces remain of their once-mighty race. Rarely, very rarely, will an Explorator team or a Rogue Trader find a tomb-complex on a dead world, though all such tombs explored have always been broken and empty. Those few expeditions which have reported finding an intact tomb have inevitably been lost, vanishing without a trace.

What little information gleaned hints at a civilisation more than sixty million years old, one that flourished when Holy Terra was naught but a primitive jungle teeming with simple reptiles. Only the Eldar could possibly have records of such a distant aeon, but they meet such inquiries with grim silence. Those rare few individuals who have earned their trust may occasionally hear hints of a devastating war at the dawn of the Eldar race, a war that saw the doom of the Old Ones, the Necrontyr rent from their fleshy bodies, and the stars themselves devoured by eldritch entities of unimaginable power.

Given that, the Necrontyr have been treated as little more than a footnote in the pages of history by the Adepta, just another extinct Xenos race to be kept from the knowledge of the common man… until now. The Necrontyr are indeed long gone, sacrificed on the altar of their own hubris and devoured by abominations man was not meant to know. But, where there once were Necrontyr, now there are Necrons. Beneath the ash wastes of dead worlds, something stirs. Ancient tomb complexes now echo to the tread of millions of metal feet. Tombs, pyramids, and strange pylons rise from the sands, and strange, crescent ships marked with Necrontyr runes take to the skies on wings of living metal. The dead rise to harvest the living, and darkness follows in their wake…

Necron Starship Components
Necron technology is extremely advanced, and their grasp of the materium’s cold science is unmatched by any before or since. Even the least of their warriors has a metal body that is far in advance of anything the Cult Mechanicus can fabricate, their weapons of horrific potency, and their living metal armour unmatched by any of the younger races. However, there is one weak point, a gap in their vast lore.

The Necron have no psykers; in fact the warp is anathema to them. As a consequence, their understanding of maletek is poor at best, and what few devices they make that do influence the warp invariably seek to hold it at bay. While the Necrons do have teleportation, faster than light travel, and even the ability to manipulate time itself, such abilities function very differently from devices of other races, using hyperspace shunts, quantum fields, and subatomic alchemy to achieve results instead of drawing upon the baleful energies of the immaterium.

Necron Starships - Essential Components

Reactive Hull
The hulls of Necron ships are made from strange, reactive metal armour that seems almost alive. It can adapt to changing conditions, shrug off enemy fire, and even repair itself. This is the reason for Necron ships’ extraordinary armour values, and it has the following effects as well: Necron ships receive a +20 bonus to all piloting tests made to navigate natural celestial phenomena (nebulae, dust clouds, ice rings, asteroids, and the like). Living metal hulls can withstand gravity wells or atmospheric entry without harm, and even the largest Necron ship can easily land on a planet.

However, the reactive hull receives no bonus against any phenomena caused by the warp. So, for example, it will not help the manoeuvre roll needed to avoid getting sucked into a warp rift following a ship’s warp core explosion.

The self-repair abilities of living metal mean it takes the minimum amount of time to fix any damaged systems, and all fires are automatically extinguished after one round. Furthermore, the hull can self-repair, regaining hull points each strategic turn provided a ship has enough raw materials on board. A raider or frigate regenerates 1 hull integrity per turn, while capital ships regenerate 1d5 hull integrity per turn. (This, obviously, cannot bring the hull integrity above its normal maximum.) The amount of raw materials aboard is at the GM’s discretion; by default, assume that a ship can regenerate as many points of damage as its maximum hull integrity before running out of raw materials.

All benefits of a reactive hull are lost once the Necron ship becomes crippled, as the hull is spending all its efforts just keeping the ship together!

Badly damaged vessels either need to return to a Tomb World for repair, or need to use their reconstruction scarabs to render a rich source of metal (such as an exceptionally rich asteroid field, or a hulked ship) into the necessary raw materials.


Interphased Drive
This unnatural xenotech device provides power and propulsion. It follows all the rules for a plasma drive (though with better statistics), and allows a ship to ‘phase out’. A ship with a functioning interphased drive will never disengage, but will phase out instead.
Phasing out: The drive creates a hyperspatial pocket and shifts the ship into it, rendering the vessel invisible and intangible. To phase out requires a hard (-20) Tech-Use test by the controlling entity. A ship may not fire weapons, use a portal or otherwise conduct a hit and run, launch ordnance, or perform any maneuver with a difficulty harder than challenging (+0) on the turn it phases out. If successful, the phasing out ship is removed from the map at the beginning of its next turn and may not return. A crippled ship may not phase out. Necron ships evidently retain the ability to move while phased, as waiting for a phased-out ship to return has always proven fruitless. Necrons have never been observed using the ability to phase in as an ambush; perhaps phasing in has stricter technical limitations, or perhaps the xenos simply consider ambushes dishonourable. [Archivist’s note: execute scribe for heresy. Implying xenos can have a sense of honour is clearly xenophilous heresy.]


Inertialess Drive
This arcane device provides faster than light travel to the Necron ships. Aside from the fact that it does not use the warp, its functioning is a complete mystery to the Cult Mechanicus. Note that since the FTL drive does not make use of the warp, Necron ships do not have any component equivalent to a Gellar field.


Quantum Shielding
Necrons do not possess void shields, perhaps because void shields are warp-based technology. Instead, Necrons use quantum shielding. These strange shields exist only at the moment they deflect a shot. Quantum shields have a number indicating the shield strength. For example: ‘Quantum shields (3)’ If a hit’s die roll for damage is less than or equal to the quantum shield strength, then that hit is deflected harmlessly. Quantum shields work against all types of weapons and never overload; no matter how many hits a ship takes in a single turn, they have the chance to deflect every one. For weapons which have multiple damage dice, the quantum shields only deflect a shot if all dice rolled are equal to or below the shield strength.


Tomb-Sustainer
Necrons have significantly different ‘life’ support requirements than fleshy races. These eldritch devices keep the Necrons powered and repaired, and the interior of the ship neat and clean. However, organics aboard ship may find little things like breathable air and rad-shielding are absent… Necron ships suffer no crew losses to decompression.


Crew coffins
Every ship needs a place to store crew until they are needed. Note that Necron crews, being soulless and utterly obedient, are unaffected by morale. The vast number of crew and the reconstruction scarabs mean frigate and raider class ships reduce all crew population losses by 1. Light cruisers and all larger ships reduce all crew population losses by 2. [Except for decompression, as noted above.]

Command Crypt
Full of arcane machinery of great complexity and even greater antiquity, this component serves as the ship’s bridge and allows unmatched control over the ship’s systems. While it is intact, the ship receives a +10 bonus to all piloting tests, a +10 bonus to all command tests made from the crypt, and a +10 bonus to all ballistic skill tests to fire the ship’s weaponry.


Transdimensional sensors
Necron sensors are as advanced as the rest of their technology, and peer into multiple dimensions at once. In addition to their extraordinary detection rating, active scans do not register on less technically advanced scanners. A Necron ship can use active scans while silent running and still remain undetected.

Necron Starships – Supplemental Components
Lightning Arc Macrobatteries
These powerful emitters project intense blasts of eldritch lightning. The crackling bolts are somehow attracted to solid objects, which means they are unaffected by Eldar holofields, defensive countermeasures, or any other components that penalise the to-hit roll. (Evasive action does work – that is an action, not a component.) They otherwise function as macrobatteries.

Particle Lance
These weapons accelerate bolts of contra-terrene matter to nearly the speed of light. When contra-terrene matter strikes normal matter, the two annihilate each other in a catastrophic explosion. These focussed blasts are so powerful that a direct hit can cause point failures in void shields. Particle weapons are lances, and any hit that rolls a 9 or 10 on the damage die bypasses the target’s void shields in addition to its normal effects.

Star Pulse Generator
Found only on the largest and most powerful ships, this massive emitter puts even a nova cannon to shame. The star pulse generator requires precise control and can only be activated if the ship is not crippled and has not made any manoeuvre with a difficulty harder than challenging (+0). When activated, it releases a colossal pulse of energy that affects everything within 5 VU’s of the ship carrying the generator. Note the Necron ship emitting the pulse is unaffected, but all other Necron ships and small craft in the area will suffer the full effects. Any ship caught in the blast may make a hard (-20) pilot (space craft) + manoeuvrability test to avoid damage. Success means it has ridden the blast wave with negligible damage. Failure inflicts one hit, plus one hit per degree of failure, to a maximum of three hits. Failure by 4 or more degrees results in a critical hit. Each hit does 1d10+3 damage and is affected normally by armour and void shields, and the hits are treated as a single volley. All small craft in the blast must also make a piloting test, though in their case it is a challenging (+0) pilot (flyer) + manoeuvrability test to avoid damage. Success means the small craft is unscathed. Failure means it is crippled and drifting due to massive electrical damage to the flyer’s machine spirits, and any occupants take 2d10 E damage to the body.

Portal
These arcane devices project teleport beams that allow the ship to flood an enemy vessel with swarms of soulless constructs and engines of destruction. A ship with a Portal counts as being equipped with a Teleportarium & Murder Servitors. If a ship has multiple portals, it can launch one hit and run attack with each portal every turn. These can be directed at the same or different targets, as desired.

Stealth Systems
The combination of reactive hull and horrifically capable logic engines makes Necron ships very difficult to detect. Stealth Systems count as an Empyrean Mantle, and impose a -10 penalty to all ballistic skill tests and augury attempts against the ship even when the Mantle is deactivated.

Necron Special Rules
Necron Critical Hits
When Necron ships die, they go out with a bang due to their tremendously powerful drives and the large quantity of contra-terrene matter stored aboard. Any plasma drive explosion deals double normal damage for a destroyer or frigate, and triple normal damage for a capital ship. Since Necron ships do not have a warp drive, treat any warp drive explosion as a plasma drive explosion.


The Harvester Fleet


Cairn Class Tomb-ship
Hull: Battleship
Class: Cairn-class tomb-ship
Dimensions: 8.6 km long, 3.0 km abeam at wing approx.
Mass: unknown
Crew: unknown number of xenos automata
Accel: 3.7 gravities sustained acceleration reported
Mercifully rare, the Cairn class is the size of an Imperial battleship and is quite capable of destroying any Imperial ship foolish enough to challenge it one on one. Even Space Marine Battle-barges have fallen to these xenos horrors on the few occasions the Imperium has encountered this class. The coffin-shaped and pyramid studded hull mounts dorsal particle lances, and the flaring, crescent shaped wing at the prow bristles with bank upon bank of lightning arc emitters. While deadly on its own, the Cairn has extended command and control systems and is normally used as a fleet flagship.
Speed: 7
Void shields: 0
Morale: n/a
Turret Rating: 4
Manoeuvrability: +15
Armour: 24
Crew population: 100
Weapon capacity: Prow 2, Port 2, Starboard 2, Dorsal 2
Detection: +30
Hull Integrity: 120
Crew: Veteran (50)

Essential components:
Reactive hull with stealth systems, Huge interphased drive, Inertialess drive, Quantum shielding (4), command crypt, crew coffins, tomb-sustainer, transdimensional sensor array.

Supplemental components:
Prow lightning arc (x2) (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Port lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Stbd lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Dorsal particle lance (x2) (Lance, Str 3, Dmg 1d10+5, Crit rating 3, Range 9)
Star pulse generator (special – occupies 1 Port & Starboard weapon slot)
Portal (x3)
Nemesor’s strategium: The xenos nemesor can direct a fleet from this chamber.

Special rules and modifier summary
Command vessel: All piloting and navigation tests made by allied vessels within 10 VU’s get a +5 bonus. All Necron vessels within 10 VU’s, including this one, count their crew rating as one level higher than it is normally, provided the xenos nemesor is in the strategium.
+10 to all Command Tests
+15 to all piloting tests, +5 to all navigation tests. This rises to +35 to piloting tests made due to celestial phenomena.
+10 to all Ballistic skill tests made to fire the ship’s weaponry.
-10 to all Ballistic skill tests and augury attempts made against the ship.
-2 to all crew losses except decompression. (No losses due to decompression.)
Ship is immune to morale loss.
Ship regenerates 1d5 Hull Integrity per turn if damaged.

Scythe Class Harvest-ship
Hull: Cruiser
Class: Scythe-class harvest-ship
Dimensions: 5.0 km long, 1.9 km abeam at wing approx.
Mass: unknown
Crew: unknown number of xenos automata
Accel: 4.8 gravities sustained acceleration reported
The Scythe class looks almost delicate, with a trio of graceful crescent shaped wings curving away from a slender hull, but looks are highly deceiving. The Scythe is appallingly difficult to destroy, and the few times the Imperium has defeated one have all required the efforts of several capital ships. The Scythe is the backbone of the Necron fleet, and is the most commonly-encountered Necron cruiser.

Speed: 9
Void shields: 0
Morale: n/a
Turret Rating: 3
Manoeuvrability: +25
Armour: 23
Crew population: 100
Weapon capacity: Prow 1, Port 2, Starboard 2, Dorsal 1
Detection: +20
Hull Integrity: 90
Crew: Veteran (50)

Essential components:
Reactive hull with stealth systems, Large interphased drive, Inertialess drive, Quantum shielding (3), command crypt, crew coffins, tomb-sustainer, transdimensional sensor array.

Supplemental components:
Prow particle lance (Lance, Str 2, Dmg 1d10+5, Crit rating 3, Range 9)
Port lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Stbd lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Dorsal particle lance (Lance, Str 2, Dmg 1d10+5, Crit rating 3, Range 9)
Star pulse generator (special – occupies 1 Port & Starboard weapon slot)
Portal (x2)

Special rules and modifier summary
+10 to all Command Tests
+10 to all piloting tests. This rises to +30 to piloting tests made due to celestial phenomena.
+10 to all Ballistic skill tests made to fire the ship’s weaponry.
-10 to all Ballistic skill tests and augury attempts made against the ship.
-2 to all crew losses except decompression. (no losses due to decompression.)
Ship is immune to morale loss.
Ship regenerates 1d5 Hull Integrity per turn if damaged.

Reaper Class Harvest-ship
Hull: Cruiser
Class: Reaper-class harvest-ship
Dimensions: 5.0 km long, 1.9 km abeam at wing approx.
Mass: unknown
Crew: unknown number of xenos automata
Accel: 4.8 gravities sustained acceleration reported
The rarely encountered Reaper is often mistaken for the common Scythe class. The Reaper is a carrier vessel, the only one known to exist in the Necron fleet. It replaces the Scythe’s star pulse generator with launch bays capable of spitting swarms of night scythe and doom scythe fighters, and carries an extended complement of Monoliths, teleportation beams, and Necron warriors. Reapers are suspected in the complete disappearance of no less than 3 Imperial colonies.

Speed: 9
Void shields: 0
Morale: n/a
Turret Rating: 3
Manoeuvrability: +25
Armour: 22
Crew population: 100
Weapon capacity: Prow 1, Port 2, Starboard 2, Dorsal 1
Detection: +20
Hull Integrity: 90
Crew: Veteran (50)

Essential components:
Reactive hull with stealth systems, Large interphased drive, Inertialess drive, Quantum shielding (3), command crypt, crew coffins, tomb-sustainer, transdimensional sensor array.

Supplemental components:
Prow particle lance (Lance, Str 2, Dmg 1d10+5, Crit rating 3, Range 9)
Port lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Stbd lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Port xenos landing bay (2 squadrons, 1 Night scythe, 1 Doom scythe)
Stbd xenos landing bay (2 squadrons, 1 Night scythe, 1 Doom scythe)
Dorsal lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Portal (x2)
Barracks

Special rules and modifier summary
+10 to all command tests, +20 to command tests involving boarding actions.
+10 to all piloting tests. This rises to +30 to piloting tests made due to celestial phenomena.
+10 to all Ballistic skill tests made to fire the ship’s weaponry.
-10 to all Ballistic skill tests and augury attempts made against the ship.
-2 to all crew losses except decompression. (no losses due to decompression.)
Ship is immune to morale loss.
Ship regenerates 1d5 Hull Integrity per turn if damaged.

Necron Craft
Type               Craft Rating     Speed (VUs)    Squadron Size   Special Rules
Night scythe   +12 (+6)          12                     16                       Assault Fighter
Doom scythe  +12 (+6)         12                     16                       Fighter Bomber

Assault Fighter: The Night scythe mounts a captive wormhole allowing it to deploy troops. In other words, it is designed as an assault boat, although its exceptionally small size (the troops are not actually carried aboard) means it can function as a fighter as well. When used as a fighter, it’s rating drops to 6.

Fighter Bomber: The Doom scythe is a fighter, but it mounts a death ray of such appalling power that it is a threat to even capital ships. The Doom scythe can function as either a fighter or a bomber, but when used as a bomber, it’s rating drops to 6.

Shroud Class Cruiser
Hull: Light Cruiser
Class: Shroud-class light cruiser
Dimensions: 2.8 km long, 1.5 km abeam at wing approx.
Mass: unknown
Crew: unknown number of xenos automata
Accel: 5.1 gravities sustained acceleration reported
The Shroud is unusual even by Necron standards. It has multiple crescent shaped fins angling away from a faceted hull, and is extraordinarily hard to detect even by Necron standards. The Shroud has occasionally been encountered alone. Other times, it has been seen shadowing a Necron fleet, though always from the edges. The type is believed to be a scout vessel rather than a straight warship. Encounters with this type are quite rare; much to the Lord-Admirals’ dismay, the Imperium has discovered that any ship capable of catching a Shroud is incapable of defeating it.

Speed: 10
Void shields: 0
Morale: n/a
Turret Rating: 1
Manoeuvrability: +30
Armour: 22
Crew population: 100
Weapon capacity: Prow 1, Port 1, Starboard 1, Dorsal 1
Detection: +35
Hull Integrity: 50
Crew: Veteran (50)

Essential components:
Reactive hull with improved stealth systems, Medium interphased drive, Inertialess drive, Quantum shielding (3), command crypt, crew coffins, tomb-sustainer, boosted transdimensional sensor array.

Supplemental components:
Prow lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Dorsal lightning arc (Macrobattery, Str 5, Dmg 1d10+4, Crit rating 4, Range 6)
Note: port and starboard slots filled with additional stealth systems.

Special rules and modifier summary
+10 to all command tests.
+10 to all piloting tests. This rises to +30 to piloting tests made due to celestial phenomena.
+10 to all Ballistic skill tests made to fire the ship’s weaponry.
-20 to all Ballistic skill tests and augury attempts made against the ship.
-2 to all crew losses except decompression. (no losses due to decompression.)
Ship is immune to morale loss.
Ship regenerates 1d5 Hull Integrity per turn if damaged.

Jackal Class Escort
Hull: Frigate
Class: Jackal-class frigate
Dimensions: 1.1 km long, 1.1 km abeam at wing approx.
Mass: unknown
Crew: unknown number of xenos automata
Accel: 7+ gravities sustained acceleration reported
The crescent shaped Jackal is the single most common ship in the Necron fleet. It is a general purpose Necron frigate, whose modest size belies its incredible speed and firepower. As the Necrons awaken, the Jackal is at the forefront of the clashes with the Imperial navy, and ships of the type are already taking a grim toll from humanity’s defenders.

Speed: 12
Void shields: 0
Morale: n/a
Turret Rating: 1
Manoeuvrability: +40
Armour: 21
Crew population: 100
Weapon capacity: Dorsal 2
Detection: +20
Hull Integrity: 40
Crew: Veteran (50)

Essential components:
Reactive hull with stealth systems, Small interphased drive, Inertialess drive, Quantum shielding (2), command crypt, crew coffins, tomb-sustainer, transdimensional sensor array.

Supplemental components:
Dorsal lightning arc (x2) (Macrobattery, Str 4, Dmg 1d10+4, Crit rating 4, Range 6)
Portal (x1)

Special rules and modifier summary
+10 to all command tests.
+10 to all piloting tests. This rises to +30 to piloting tests made due to celestial phenomena.
+10 to all Ballistic skill tests made to fire the ship’s weaponry.
-10 to all Ballistic skill tests and augury attempts made against the ship.
-1 to all crew losses except decompression. (no losses due to decompression.)
Ship is immune to morale loss.
Ship regenerates 1 Hull Integrity per turn if damaged.

Dirge Class Escort
Hull: Raider
Class: Dirge-class raider
Dimensions: 1.0 km long, 0.8 km abeam at wing approx.
Mass: unknown
Crew: unknown number of xenos automata
Accel: 8+ gravities sustained acceleration reported
The Dirge is the smaller and less common of the Necron escorts encountered to date. While it appears much like the Jackal, it is even faster and – despite its small size – mounts a lance.  A group of Dirges can be extremely dangerous to an Imperial capital ship.

Speed: 13
Void shields: 0
Morale: n/a
Turret Rating: 1
Manoeuvrability: +40
Armour: 20
Crew population: 100
Weapon capacity: Prow 1, Dorsal 1
Detection: +20
Hull Integrity: 32
Crew: Veteran (50)

Essential components:
Reactive hull with stealth systems, Small interphased drive, Inertialess drive, Quantum shielding (2), command crypt, crew coffins, tomb-sustainer, transdimensional sensor array.

Supplemental components:
Prow particle lance (Lance, Str 1, Dmg 1d10+5, Crit rating 3, Range 7)
Dorsal lightning arc (Macrobattery, Str 3, Dmg 1d10+4, Crit rating 4, Range 6)

Special rules and modifier summary
+10 to all command tests.
+10 to all piloting tests. This rises to +30 to piloting tests made due to celestial phenomena.
+10 to all Ballistic skill tests made to fire the ship’s weaponry.
-10 to all Ballistic skill tests and augury attempts made against the ship.
-1 to all crew losses except decompression. (no losses due to decompression.)
Ship is immune to morale loss.
Ship regenerates 1 Hull Integrity per turn if damaged.


Disclaimer: this is a completely unofficial fan-made supplement to Rogue Trader, and is written without challenge to any IP held by Fantasy Flight Games and/or Games Workshop.

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Thanks, mate.  One bit of clarification:  I'd originally planned for my PC's to find, and awaken, a Necron Tomb world.  Unfortunately, my campaign imploded and met a sad, whimpering demise before we got that far, so the material never got used.  sad.gif

By the way, these are A) based off the old Battlefleet Gothic necron ships, and B) my players had a very respectable fleet… both of which mean these opponents are proper b******s.  They should be a challenge even for a veteran group.

Cheers,

- V.

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Nope, sorry.  I had planned to use the official, already published Necrons for the ground forces.  There are several different types of Necrons including the bog-standard warriors, in Black Crusade (which I own), and there are a few more types in one of the Deathwatch adventures (which I was planning to borrow from a mate.)

Cheers,

- V.

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I actually really like all the work you put into these Necrons. This is well structured, and you managed to transfer the rules from systen to system while keeping their intent. I am a fan of the Necron's back story (the new not quite as much, but it's still good), as well as a HUGE fan of BFG.

 

Honestly, my only comments that aren't 'this all is ******* cool' is that I think you underpowered their guns a little, I'd bump the damage up by two or three points across the board, as their weapons far outclassed my poor Imperials. As well as I think they need a special rule that makes them vulnerable to boarding actions and hit and runs, which was hands down the easiest way to deal with them in BFG, especially the escorts. With the majority of their active crew concentrated in a few key areas, I always likened their ships to a kind of tomb inside, with the majority of the ship running itself there was nothing to stop those who boarded from doing their job and getting out… Most of the time.

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Great effort! I'll definatively give the rules a go when I need Necrons. On top of that, excellent effort in the fluff department.

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You lot, thank you for all the positive comments - you trying to make me blush?    It's true, we really are our own worst critics…   I was afraid my write up was mediocre at best.

If I had to change one thing in the write-up, I think I'd redo the quantum shield rules.  As written, they'll only deflect hits that are too weak to do much damage anyway, especially if you're using the mathhammer rules.  Since I'm a fan of mathhammer, that means 'job's a bad 'un'.  enfadado.gif

Cheers and thank yous,

- V.

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Vandegraffe said:

You lot, thank you for all the positive comments - you trying to make me blush?    It's true, we really are our own worst critics…   I was afraid my write up was mediocre at best.

If I had to change one thing in the write-up, I think I'd redo the quantum shield rules.  As written, they'll only deflect hits that are too weak to do much damage anyway, especially if you're using the mathhammer rules.  Since I'm a fan of mathhammer, that means 'job's a bad 'un'.  enfadado.gif

Cheers and thank yous,

- V.

It's a good write-up. There are a few things that I'd have done differently (like the Quantum Shields, as you've pointed out), but most of that is personal preference rather than a criticism of your work.

The biggest change I'd make is actually removing the carrier - though we now know that the Necrons employ starfighters and the like (including the Tomb Blade, it should be remembered - though they're jetbike sized, they're described as being employed as starfighters in massive swarms), I don't see an actual need for a dedicated carrier with launch bays. Instead, I imagine that Necron vessels would use their Portals for deploying attack craft squadrons, which retroactively gives the majority of Necron craft a launch capability…

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N0-1_H3r3, thank you.  That's high praise coming from someone with actual publishing credits.

Regarding the Necron small craft, I was actually thinking of the Doom Scythe and Night Scythe from the new tabletop codex.  The smaller Tomb Blades seem more like aeronautica to me.  I suppose the Necrons could deploy small craft from a portal, though I thought those were only large enough to pass troops.

The biggest argument against every portal acting as a launch bay is actually game balance.  Boarding actions and small craft are the way to go in defeating Necrons (at least in Battlefleet Gothic, and I tried to keep the flavour of the source material).  Giving nearly every Necron ship a squadron or three of Tomb Blade fighters means they can swarm the map with small craft in addition to fielding their eldritch technology fleet.  That kills assault boats and bombers as an option, and means they'll probably be able to screen torpedoes as well.  That leaves the poor PC's little choice but to get into a ship to ship slugging match, as the Necrons are much too quick for the PC's to flee effectively.  I suspect that won't end well. 

Of course, if you want to make the Necrons a really terrifying opponent…  bring on the fighter sized portal.  demonio.gif

Cheers,

- V.

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Vandegraffe said:

N0-1_H3r3, thank you.  That's high praise coming from someone with actual publishing credits.

Hey, a few years ago, I was doing pretty much what you're doing here - only in my case, I'd done a load of work on Tyranids, rather than Necrons.

Vandegraffe said:

Regarding the Necron small craft, I was actually thinking of the Doom Scythe and Night Scythe from the new tabletop codex. The smaller Tomb Blades seem more like aeronautica to me.

I understand that, and agree with the way you've modelled them. However:

Codex: Necrons, page 42

"The Tomb Blade was originally designed as a spacefighter during the final days of the War in Heaven. As Necrons' robotic bodies are immune to the hazards of interplanetary space, traditional pressure-sealed and canopied craft were unnecessary from the very outset. Acting in swarms that were dozens or even hundreds strong, Tomb Blades would swarm over enemy capital ships, overwhelming armour and weapon systems with waves of  pinpoint gauss and tesla fire. So successfully did the craft perform in its primary environment that modified versions soon began to appear in planetside battles…"

Regarding portal size: It does really depend on the size of the portal; I'd personally imagine that starship-mounted ones are larger than those on Monoliths and the like, simply so that they can teleport larger forces in a short space of time. It also helps explain where things like Monoliths and Pylons teleport in from…

As for keeping the feel of the original source material - this, I fully understand. However, the mere fact that Necron aircraft exist (when prior to the current codex, they didn't - indeed, when the Necron list for Epic: Armageddon was being developed and tested, the idea of Necron aircraft was vetoed by Jervis Johnson) will inherently change some of the tactics that the Necron fleet employs, so there is some justification in deviating from the source material here.

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