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Reactive Hull
Necron ships are made of a unique sentient, living metal.
Adaptive Armor: Necron ships are immune to any damage or movement modifiers from space hazards.
Even more important is that their armor value still applies versus lance hits. Also any inflicted hit (but not a
critical one) is ignored on 7+ roll on 1d10 if a ship equipped by Reactive Hull I pattern (roll once for each hit,
before the damage is rolled). Hulls of II pattern ignore hits on 6+ and III pattern hulls ignore hits on 5+
results on 1d10 roll.
Self-Repair: On a turn after one or more Components were damaged, roll 1d10 for each Component. On
result of 7+ this component is repaired.
Stealth Hull
Shroud-class light cruisers of Necron fleet possess an advanced hull with magnified stealth technologies.
Non-Detection: Enemy attempts to detect the ship suffer -30 penalty.
Command Core
The command core is the essential component of Necron ship, akin to Imperial command bridge.
The Eons Dead Heart: As long as the command core of a vessel is intact and powered all Command tests of
Necron ship receive +30 bonus. Also all damage to Morale is reduced by half (round down).
Crew Tombs
Uncountable Necron warriors and scarabs slumber in these tombs, spread across the dim corridors of their
ships.
Well be Back! Its almost impossible to defeat Necrons by a boarding action. During boarding actions
Necrons suffer only half of Crew Population damage (rounded down) as they are constantly self-repaired.
They receive a +20 bonus to all Command tests during ship defense versus Hit and Run attacks and all
Boarding actions.
Gauss Weapons: During boarding action Necrons inflict an additional 1d10 of damage to Crew Population
and 1d5 Morale damage as well.
Pariah Converters
The terrible Necron technology allows to convert humans with an untouchable gene into nightmare
creatures called Pariahs.
Psychic Abomination: All Command tests rolled by enemy should be rerolled. He should choose the lower
result then.
Portal
Portals are far more precise than Imperial teleportariums and are able to flood enemy ships with a relentless
host of Necron warriors and scarabs.
Door to Hell: Each portal confers one additional Hit and Run attack to the Necron vessel equipped by Portal
technology. Such action doesnt require a Pilot test, only a Command test which is Easy (+30 to the test)
instead of Ordinary.
Lightning Arc
Stored solar energy is released as a forest of living energy tendrils which envelop targets probing for
weaknesses. Lightning arcs function exactly as macrobatteries with one difference.
Enveloping Energy Tendrils: Ignores the effects of any holo- or shadowfields, and doesnt suffer any
penalties from their presence. All targets are treated as being at close range (+10 to Ballistic Skill tests).
Sepulchre
Only utilized by Necron Tombships, this terrible device generates a wave of palpable psychic force which
paralyzes enemy crew with the visions of horror.
Indomitable Will: The ship fitted with Sepulchre doesnt suffer any Morale damage at all.
Psychic Horrors: The wave of horror automatically hits a target ship at range not more than 5 VU. All small
crafts in this radius are immediately destroyed as the minds of pilots explode. The captain of target ship
should make a Hard (-20) Command test or the ship immediately suffers 1d10+2 Morale damage.
Result
Power Flow Fluctuations. BS attacks by fire lightning arc and particle whip suffer -10 to Ballistic
Skill for one turn.
Power Flow Disrupted. May not fire lightning arc for one turn.
Power Flow Failure. May not fire lightning arc and particle whip until repaired.
Outer Power Flow Shut Down. Loses 1 Turret Rating until repaired.
Secondary Drive Damaged. Reduce Speed by 2 until repaired.
Secondary Drive Crippled. May not change facing until repaired.
Inertialess Drive Damaged. May not use Flank Speed extended action and loses -10
Maneuverability until repaired.
Command Core Damaged. All bonuses granted by Command Core are lost until repaired, and 1d10
damage to Morale is inflicted.
Power Surge. Reduce Crew Population by 1d10 and inflict 1d5 Hull damage.
Ruptured Command Core. All bonuses granted by Command Core are lost until repaired, and 1d10
damage to Morale, Crew Population and Hull Integrity is inflicted.
Catastrophic System Failure and Shutdown. Roll 1d10. On 1-6 the dying ship fades out. On 7-10 it
explodes dealing 1d5 macrobattery hits (1d10+6 each) to each target in 1d10 VU.