Author's Notes: Hello everybody. First my apologises for my incorrect English, my knowledge is very poor. Also please note that I'm a newbie in BFG and E-mails group so please my apologises again.
Please find hereafter my Necron starship prototype. I'd like exhibit it in order to obtain your help for define more better the rules for the Necrons ships. All the critics will be welcome. Also please note that by the moment I haven't been able to playtesting these rules. This is a theoretical study. Finally note that the Necron ships are powerful but have weak points. Specially when you have ordnance curtains.
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Stantigua (ancient Castellan name for Spectre)
The Necron's starships philosophy is based over three pillars; Cloak Devices, Gauss weapons and Learning Armour.
Type/Hits | Speed | Turns | Shields | Armour | Turrets | ||
Escort/1 | 25cm | 90º | 0 | 6+ | 0 | ||
Armament: | Range/Speed | Firepower/Strength | Fire Arc | ||||
Gauss Cannons | 30cm | 3 | Front |
Special Rules: CLOAK DEVICE: At the end of the Necron Turn movement phase the Necron player may use the Cloak device for become his ships invisibles. The player needs pass a Leadership test for each ship. It he fails the Ld test the miniature continuing over the table and all the rules are applied as usual. If the test is successful the miniature is changed for a contact marker. The contact marker indicate the last known position of the Necron ship. During the rest of the turns the Necron Player may opt for maintain his ship/s invisible/s. However in order to fire his weapons a Necron ship must be uncloak. Then the Necron player at the beginning of his movement phase change the contact marker for the miniature. At this moment the Necron's player must move his ships in accordance to the Speed and Turns data but repeating these a number of times equal to the turns passed after he activated the cloak. For instance, the Necron player cloak his ship in the first turn and remain cloaked until the third turn. In his movement phase of the third Turn the Necron player substitute the contact marker for a miniature. The Turns difference are two so he can move for example 25 cm straight ahead, turn 90º to the left, move again another 25cm and turn 90º to the left. While the Necron ships are cloaked the Necrons may not use any special orders. NOTE: IN ORDER TO AVOID THE ABUSE OF THIS RULE BY NECRON'S PLAYERS PERHAPS WILL BE CONVENIENT GIVE VICTORY POINTS TO THE SHIPS THAT DISENGAING DURING THE BATTLE FOR PREVENT THAT ALL THE NECRONS SHIPS WILL BE CLOAKED UNTIL THE LAST TURN THEN UNCLOACK AND DESTROY ALL THE POSIBLES TARGETS. GAUSS Weapons: The Gauss weapons are powerful energy guns with an extreme capacity for destroy any kind of materials. The Gauss weapons acting like Lances scoring hits with 4+. But when a critical hit is obtained the Necron Player rolls 3d6, instead two, and may choose the two higher results before consult the Critical Hits table. LEARNING ARMOUR: The exotic nature of the Necron's technology have developed an " intelligent armour " able to adapt his molecular configuration for absorb the energy of any kind of weapons including lasers, lances, Pulsar lances, etc Each time a Necrons ships is fired by a weapons and a hit is not obtained the Learning armour has adapted to this weapon and during the rest of the game the Necron ship obtain the benefit for repulse the damage inflicted by this kind of weapons with a 2+. For example: A Eldar Hellebore fire the Prow pulsar lance against a Necron ship. The fire miss but during the rest of the game the necron ships will ignore any other hit by Pulsar Lances with a 2 or more in a D6. Of course if the lance don't miss the Necron ship gets destroyed! |
Author's Notes: The Critical Hits table must be modified in order to obtain critical hits over the Cloak generator, Gauss weapons and Learning armour " brain ".
Thank you for your patience and again sorry for my English.