Hey, guys! This is my take on Necron ships; they're 80% based on the old BFG rules, but I've added a few weapon options to flesh out their capabilities and make space battles more fun. Let me know what you guys think, and feel free to use them as you wish.
Necron Special Rules
Necron Critical Hits : Necrons replace the following standard Critical Hits with the results listed below
Holed: Necron ships have little need for oxygen, but are very reliant on their power systems. Components affected by Holed are unpowered, not depressurized.Fire: Necron vessels do not catch fire. Instead, treat this as an additional Engines Crippled critical hit, counting as if the Necron ship always rolled 7 or below.
Warp Drive Explosion: Necron vessels do not have a warp drive. Treat this as a Plasma Drive explosion.
Beyond Fear and Death: Necron vessels count as 100 morale at all times, and regain 2 Crew population per turn, up to their maximum of 100.
Reactive Hulls:
Necron vessels are not affected by astral phenomena.
Necron vessels ignore all hits where the damage rolled is less than or equal to a target number, based on the size class of the vessel in question.
Transports: 1 Raiders and Frigates: 2 Cruisers: 3 Battleships: 5
Example: Rogue Trader Coronado d’Ollavanius fires a shot from his ship’s lance at a Shroud-class light cruiser that “dared to be filled with Xenos in his presence.” His player rolls a successful hit, with 0 degrees of success, and a roll of 3 on the damage die. Normally, this would result in 3 or more damage to the Necron vessel (ignoring armor), but the Necron’s Reactive Hull ignores the hit regardless. Incensed, Rogue Trader Coronado declares his intention to “punch [the Necron vessel’s captain] for his impudence.” His bridge crew immediately groan.
Finally, Necrons automatically pass Emergency Repair tests once every turn. Note that they still have to roll in order to reduce repair times below 1d5 rounds.
Maximum Power:
With an extended action (tech-use -10), Necrons may sheathe their ships in a sheath of crackling lightning, upgrading the value of their reactive hull to 8.
Using this action drains the vessel’s most ancient power reserves; reduce all of the ships’ weapon damage dice to d5s for this turn.
Ships attempting to detect or scan the Necron vessel gain +40 on their scrutiny tests while this is active.
Quiet as a Grave:
Active Augury tests to detect Necron ships only detect Necron vessels on two degrees of success or higher.
Inertialess Drive:
With an extended action (tech-use -10), Necron vessels may double their maximum speed for one turn, as the ship skirts the minimum of its FTL capabilities.
The power drain from this effect reduces all of the ships’ weapon damage dice to d5s for this turn.
With another extended action (tech-use +10), a Necron vessel may “phase out”, dropping into FTL and exiting the encounter
The process of phasing out takes approximately one turn; boarding crews and hit-and-run combatants (and PCs involved) have one turn to exit
Phasing out is only possible if the Inertialess Drive is undamaged; if this component is damaged before phase out occurs, the Necron vessel remains in play
Gauss Particle Whip: acts as a lance. For every degree of success on the to-hit roll, the Particle Whip ignores one shield on the target ship.
Gauss Particle Whip attacks are not affected by Holofields or Shadowfields.
Lightning Arc: Enveloping web of energy that crackles and flows like living lightning. Lightning Arcs always strike targets on their weakest section of armor, regardless of facing.
Vessels firing a Lightning Arc may divide the Arc’s strength among multiple targets, effectively getting a separate attack against each specified target in the firing arc. These shots do not have to be divided evenly between ships.
Example: Rogue Trader Coronado d’Ollavanius has ordered his vessel to “charge forward, and strike the enemy in its steel heart”, which his lieutenants know to mean “ram them, because I’m a psychopath with no capacity for tactics.” His ship, the “Unconquered Sun”, ends its turn two squares from the Necron cruiser. Another vessel--a merchant ship named “the Prodigal Charter”--chugs for the edge of the system, ending its turn twelve squares from the Necron ship. A torrent of lightning pours forth from the Shroud-class cruiser; the Necron vessel divides the strength of its Ligntning Arc in two, placing 6 strength against the Rogue Trader’s vessel and 4 against the merchant ship. It then has a shot against each ship, at a -10 range penalty against “the Prodigal Charter”, and a +10 against “the Unconquered Sun.” The GM rolls, scoring a 17 on the dice against Coronado’s ship, and a 70 against “the Prodigal Charter.”
“The Unconquered Sun” is struck--lightning shreds the outer hull, tearing into the interior decks and flash-frying ratings by the thousand. A storm of ionized atmosphere broils out of “the Unconquered Sun”. The ship takes a strength 3 hit. With 3 more degrees of success, the Shroud-class cruiser could have inflicted 6 hits, but no more than 6, as the rest of its strength went to the merchant ship.
Lightning Arcs ignore Holofields and Shadowfields.
Star Pulse Generator: A nova of white plasma bursts from the ship’s reactor. A Star Pulse automatically hits every non-Necron vessels within a 5 square radius of the vessel with a number of hits indicated by the weapon’s strength (minimum 1). These are affected by shields and armor as if they were macrobattery hits.
Affected attack craft squadrons must make a Command + Craft Rating check (-30) or be eliminated; affected torpedoes are destroyed automatically
Delicate sorceries : Necron vessels may not use this weapon if they take or have taken an action requiring a test this turn
Sepulchre: The Necron vessel updumps a font of energy on a target vessel, becalming the Warp and damaging the minds of those within. This weapon always ignores armor and void shields. Against Tyranid vessels or vessels that are fully possessed by daemons or other warp entities, this weapon does double damage. Against Necrons, this weapon has no effect. Against all others, this weapon only inflicts Morale damage. Vessels affected by this weapon may not use Extended Actions on their next turn--mortal ships lose communication and discipline as their crew breaks up into terrified mobs.
PCs whose ship is affected by a Sepulchre must make a Willpower test as if they’d been affected by a Fear 3 effect, and take the results as if this was a non-combat fear test. PCs do not have to roll on the shock table if they fail this test--they instead take a -10 penalty on all tests for the remainder of the encounter. If they fail the test by three or more degrees, the PC also gains 1d5 insanity points.
Delicate sorceries : Necron vessels may not use this weapon if they take or have taken an action requiring a test this turn
Portals: Necron vessels may make two Hit and Run attacks a turn, on any target (or two targets) within 5 squares of the Necron vessel. These attacks do not require a pilot test or assault boats. Necrons get +30 on all Hit and Run attacks.
Resurrection Ark: Necron vessels with this component regain 5 population per turn, instead of their usual 2, and lose 2 fewer population when an attack would do population damage to them.
Phase Shroud: Necron vessels with this component always count as on silent running at the start of any encounter. Vessels attempting to use an extended action that involves Detection (such as Focused Augury) against a Necron ship with this component suffer a -30 penalty.
Tachyon Bolts: Extremely rare Necron weaponry, created and implemented by the most skilled Crypteks towards the end of the War in Heaven. The bolt itself is less a “torpedo” and more a “shaft of energy guided by science beyond mortal reckoning”; before firing, they are merely a lump of metal, and they will only detonate when the advanced algorithms of the Necron ship dictate so. This allows them to bypass shields and strike the weakest points of a target’s hull; however, they are vulnerable to severe magnetic disruption (such as ‘being struck with large chunks of metal’), which may cause them to “go off” prematurely. Tachyon bolts count the armor of any vessel they strike as 0. They are affected by turrets and fighters as normal, and they cannot be stored, loaded into, or fired from a torpedo launcher that is not of Necron make, and can not be activated outside of a Necron launcher. Finally, the character who launched the torpedo may choose not to make the Ballistic Skill + Torpedo Rating (+0) test when the bolt passes within 1 VU of a vessel; if so, the torpedo continues as if it had not entered within 1 VU of the vessel in question.
Necron Attack Craft and Torpedoes
Tomb Blade Swarm (Fighter) Rating +10, Speed 12, Squad Size 40 Impossibly Agile: +1 DoS on all opposed skill tests against other fighters
Doom Scythe/Night Scythe (Assault/Bomber) Rating +5/+5, Speed 12, Squad Size 15 Multi-purpose
Tachyon Bolt (torpedo) Speed 10 Damage 2d10 Terminal Pen 5 Crit Rating: 9+ Range 200 Rating: +20 Ignores armor
NECRON DIRGE-CLASS RAIDER
Speed: 20 Maneuverability: +30 Detection: +20
Crew Rating: 30 Turrets: 1 Armour: 19 Hull Points: 40
Weapons/Slots: Prow Lightning Arc (strength 3, damage 1d10+2, crit 5, range 8)
Other Components: Command Bridge, Inertialess Drive, Sublight Engine, Intelligence Core, Crew Caskets, Augur Array
NECRON JACKAL-CLASS RAIDER
Speed: 15 Maneuverability: +25 Detection: +20
Crew Rating: 30 Turrets: 1 Armour: 20 Hull Points: 45
Weapons/Slots: Prow Lightning Arc (strength 3, damage 1d10+4, crit 5, range 8)
Other Components: Command Bridge, Inertialess Drive, Sublight Engine, Intelligence Core, Crew Caskets, Augur Array, Portal
NECRON SHROUD-CLASS LIGHT CRUISER
Speed: 10 Maneuverability: +35 Detection: +30
Crew Rating: 40 Turrets: 1 Armour: 22 Hull Points: 60
Weapons/Slots:
Prow Lightning Arc (strength 10, damage 1d10+4, crit 5, range 8) OR
Prow Launch Platform (Strength 4)
Other Components: Command Bridge, Inertialess Drive, Sublight Engine, Intelligence Core, Crew Caskets, Advanced Augur Array, Phase Shroud, Portal
NECRON SCYTHE-CLASS HARVEST SHIP
Speed: 10 Maneuverability: +25 Detection: +30
Crew Rating: 40 Turrets: 3 Armour: 22 Hull Points: 80
Weapons/Slots:
Port/Starboard Lightning Arc (strength 8, damage 1d10+4, crit 5, range 8) OR
Port/Starboard Launch Platforms (strength 4, one on each side)
Prow Gauss Particle Whip (strength 3, damage 1d10+2, crit 3, range 11) OR
Prow Tachyon Bolt Launcher (strength 3)
Dorsal Star Pulse Generator (strength 1d5, damage 1d10+1)
Other Components: Command Bridge, Inertialess Drive, Sublight Engine, Intelligence Core, Crew Caskets, Captive Processing Holds, Cryptek Lab, Tomb-Barracks, Advanced Augur Array, Portal
NECRON CAIRN-CLASS TOMBSHIP (BATTLESHIP)
Speed: 6 Maneuverability: +20 Detection: +30
Crew Rating: 50 Turrets: 4 Armour: 22 Hull Points: 100
Weapons/Slots:
Prow Lightning Arc (strength 20, damage 1d10+4, crit 5, range 8)
Prow Launch Platform (strength 10) OR
Prow Tachyon Bolt Launcher (strength 5) OR
Prow Gauss Particle Whip (strength 4, damage 1d10+4, crit 3, range 11)
Dorsal Star Pulse Generator (strength 1d5+2, damage 1d10+1) OR
Dorsal Sepulchre (strength 1, damage 1d10+4)
Other Components: Command Bridge, Inertialess Drive, Sublight Engine, Intelligence Core, Crew Caskets, Cryptek Lab, Tomb-Barracks, Throne Room, Advanced Augur Array, Resurrection Ark, Portal