a04 - The Harvesters and The Hive.pdf

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THE HARVEST FLEETS : :
NECRON VESSELS
“WHAT LIES WITHIN , , FEAR WE TO ASK . . . . . .”
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NECRON VESSELS
NECRONS IN BATTLEFLEET GOTHIC
F or centuries the Explorators of the Imperium have
known of the ancient civilisation of the Necrontyr –
a race that became extinct tens of millions of years
ago. Little remains now of what must once have
been a technically advanced empire that spanned
the galaxy. Any surface structures that may once
have existed have long since disappeared from
Necrontyr worlds. Their existence has been eroded
by time. They and their works have crumbled to
dust with the passage of eons.
Only deep under the sand have the Necrontyr’s
inexplicably strange tomb-temples partially
survived. No intact complex has ever been
discovered. Those that have been explored and of
which records exist, are all ruinous and empty.
What their purpose or content might have been, or
if they were plundered and emptied by others in
antiquity, is all impossible to say. Best analysis
indicates that the Necrontyr vanished from the
galaxy more than sixty million years ago, when the
planet Earth was little more than prehistoric jungle,
and Mankind’s evolution lay millions of years in the
future.
Like a thousand other dead civilisations and
forgotten races the Necrontyr are of interest to few
outside the dusty offices of the Explorator
Archaeos.
Until now.
Now, suddenly and unexpectedly, a chance
encounter has brought the Necrontyr to the
attention of the powerful and great. Raiders
marked with Necrontyr runes and indecipherable
inscriptions of Necrontyr design have been
captured on a brief visual scan. It is a momentary
visual record of the attack, yet it is a link in a chain
of events that extends across the galaxy. It is a link
to other raids, to other sites of destruction where
raiders leave no trace and where records are wiped
across an entire planet.
THE HARVESTER FLEETS
Until very recently almost all contact with the
Necron’s had been limited to battles fought on
planets against small forces of Necron troops.
From time to time reports were made of strange
space craft encountered on the edge of newly
discovered systems, which appeared derelict at first
but when approached became active. More often
than not all that remained of the Imperial craft
which encountered these strange ships was the
scattered wreckage of its remains, and the only
clues to the nature of the enemy were garbled
distress messages speaking of alien ships using
weapons of quite terrifying destructiveness.
Whenever such incidents were investigated
nothing could be found of the perpetuators, and
no useful evidence could be collected pointing to
their nature or origin.
All this changed in the year 666.M40, when the first
recorded incident of a Necron ‘harvest’ took place
in the Yuctan system close to the Eastern Fringes.
Although sparsely inhabited, the system included
an Imperial Naval depot. At the time of the attack
the depot was being used by small Imperial
squadron consisting of the Dauntless class light
cruiser Farsight and half a dozen escort craft.
Squadron Farsight was undertaking a long range
patrol, and was visiting Yuctan to refuel and re-arm,
when it received distress messages from an
Imperial colony on the outlying planet of Merida.
The squadron moved to intercept and took part in
the first recorded encounter between Imperial
battlecraft and a Necron fleet. Only one of the
Imperial craft survived to tell the tale (the Cobra
class destroyer ON37452 ). The Necrons suffered
no losses. By the time a full Imperial fleet could be
despatched to the Yuctan system the Necrons had
disappeared. And of the human colonists in the
system there was not a single trace…
Since then there have been a further 27 recorded
encounters between Imperial Navy ship and
Necron raiding fleets. There are also anecdotal
accounts of space battles between the Necrons and
Eldar, Ork and even Chaos space fleets. All
evidence points to the Necrons being old beyond
the memory of anything living and their
technology, although idiosyncratic, is superior to
that of any other race, including the Eldar. In every
encounter so far the Necrons have only been
defeated by superior numbers of enemy ships, and
wherever the numbers have been even the
Necrons have prevailed. Fortunately for the
Imperium all of the Necron fleets encountered so
far have been small in size, and what should
happen if the Necrons should ever attack in force
remains to be seen.
Even more worryingly, the encounters that have
taken place with the Necrons have occurred all
over the galaxy, without any discernible pattern as
to when or where the Necrons will strike next.
What is more, the frequency of such encounters
seems to be increasing, though how or why this
should be happening is unknown. All that is
known for sure is that the objective of these raids
appears to be the seizure of Imperial citizens – but
for to what hideous use the captured men, women
and children are put remains terrifyingly unknown.
They simply disappear and are never seen again.
ship, no doubt it was a ship, yet buried by
hundreds of feet of rock. It must have lain there for
millions of years, but even after all this time it
appeared neither destroyed nor abandoned. It appeared
intact, and functional too, and many runes, seams and
panels hinted that there might be space within for
something else to survive. But what lies within, fear
we to ask.”
ARMADA
72
“A s we dug its shape become apparent. It was a
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NECRON VESSELS
NECRON SPECIAL RULES
NECRON WEAPONS
Necron vessels employ many unique weapon
systems, unknown to other fleets. These follow the
rules outlined below.
Sepulchre
Only utilised by the largest Necron vessel in a fleet,
a ship carrying a Sepulchre automatically gains a
Leadership of 10. The Sepulchre 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 Sepulchre 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 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 within 20cm of the
Sepulchre (except for non-boarding torpedoes) are
destroyed on a 4+. A Necron ship may only unleash
its Sepulchre when the ship is not on any special
orders or crippled.
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 don’t suffer the normal column shift
to the right when attacking vessels who have
holofields or shadowfields (the bolts do not
need to see) and 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 using any special order or crippled as it
requires precise control.
unsaveable by holofields.
Portal
Portals are more precise than conventional
teleporters and are able to flood enemy ships
with a relentless host of Necron Warriors and
swarms of Scarabs. 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 Raider class vessels
do not carry enough Warriors to board anything
with more than 6 Hull Points remaining.
these are
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 affect the target ship directly _
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NECRON VESSELS
NECRON CRITICAL HITS TABLE
2D6 Extra
Roll Damage Result
2
+0
Power Flow Disrupted. May not fire lightning arc or particle whip in port arc.
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.
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 25% destroyed.
• Any capital ship that is crippled counts as
50% 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 REPAIR POINTS
Due to advanced nature of Necron technology all
Necron ships must expend double the normal
amount of repair points to repair hits and buy
new ships when playing in a campaign.
3
+0
Power Flow Disrupted. May not fire lightning arc or particle whip in starboard arc.
4
+0
Power Flow Disrupted. May not fire lightning arc in any arc.
5
+0
Power Flow Disrupted. May not fire lightning arc or particle whip in any arc.
6
+0
Drive Damaged. May not change facing until repaired. Permanently reduce the ship’s
Leadership by -1.
7
+0
Drive Damaged. Reduce movement by -5cm until repaired. Permanently reduce the
ship’s Leadership by -1.
8
+0
Inertialess Drive Damaged. May not use All Ahead Full special orders until
repaired. Permanently reduce the ship’s Leadership by -1.
9
+0
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.
10
+0
Command Core Damaged. Permanently reduce the ship’s Leadership by -3.
11
+D3
Power Surge. Permanently reduce the ship’s Leadership by -2.
12
+D6
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.
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 hull’s adaptive
qualities. The save is 6+ for Raiders, 5+ for
harvesters and Scythes 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 reduced to
Armour 4. Last, but by no means least, all
Necron Critical repairs are made on 4 or more
as the sentient metal attempts to self repair.
EXK99-0002. Distance 10,000… 9,000…
8,000… Wait… that’s odd… augers are starting to
detect energy fluctuations… -subject gasps- by
the Emperor… that’s impossible, these readings
are off the scale! ABORT, get us out of here
n…”
- Final message, research craft God’s Eye
ARMADA
74
“C losing on unidentified spatial anomaly
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NECRON VESSELS
NECRON CAIRN CLASS TOMBSHIP . . . . . . . . . . . . . . . . . . . . . . 500 pts
yet encountered by the Imperium.
Tombships are large and terrifyingly well-
armed craft, perfectly capable of defeating
any Imperial battleship currently in
service. Fortunately for the Necrons’
enemies, Tombships are by no means
always present in a Necron raiding fleet,
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 harvest ships described later. All of
the Tombships 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
Necrons 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.
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Battleship/12
20cm
45°
(4+ save)
6+
4
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Lightning arc
30cm
20
Left/front/right
Star pulse generator
20cm
(1 per enemy)
All around
Gauss particle whip
45cm
6
Left/front/right
Portal
10cm
3
All around
75
ARMADA
T ombships are the largest Necron ships
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