Brood Brother |
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Joined: Mon Nov 07, 2005 7:20 am Posts: 50
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Well black Horizon,
seeing as how you put up this topic, I though I might as well add the stuff I put up on the BFG forum as well:
Reactive hull Necron hulls are formed from a unique sentient metal that can instantly repair itelf and adapt to protect against incoming enemy fire. In addition to this necron ships possess 'skin fields', phasing energy shields that actually run through the ships skin, further repeling attacks. The only way to penetrate such defences successfully is to concentrate fire power on a small area, and hope that the repeated impacts cause destruction faster than the ship can repair it.
Celestial phenomena all necron ships are immune to the effects of solar flares, gas clouds, and blast markers.
Sentient metal and phase fields Each ship has a shield value, representing the living hull and phase fields protecting it. However, these can never go down, so a necron ship will always ignore a number of hits equal to their shield value from every seperate ship and/or squadron, thus the best way to deal with necron vessels is massed fire.
Critical repairs All necron cruisers repair criticals on a 4+ as the ship attempts its self repair routines. If one of these repair rolls is a 6, it will instead repair a single damage point instead, up to a maximum of 1 per cruiser, and 2 per battleship.
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 - these are unsaveable by holofields.
Keep any 6's to hit seperate from other damage dice. If a critcal is caused by these then the shot will instead reduce the armour of the target by 1 on the facing being fired upon. This is repairable like any other critical.
Ordnance
Scarab Storm During battle the necrons have been observed to release thousands of scarab constructs from their hulls, giant clouds of robotic insects intent on destruction. These swarm over enemy ships, damaging equipment or even destroying weapons systems, and are even capable of countering enemy fighter squadrons.
Some ships may be upgraded with a Scarab storm. The number of ordnance counters deployed is equivalent to half the starting hits of the parent ship (so a Tombship can produce 6 scarab storm markers). These have a movement of 20 cm and act as fighters. In addition, instead of removing the markers when they contact an enemy ship, you may make a single hit and run attack per marker, like assault boats. Note that turrets will only remove markers on a 6, as there are literally thousands of these tiny constructs, making it virtually impossible to destroy them all.
As I have reinstated shields amongst the necron fleet, they now all need shield values:
Shield values tombship: 3 Harvestership: 2 Raider: 1
The link below is also a suggested construction of the scythe cruiser- it looks much better than the strange construction seen at the moment.
http://photobucket.com/albums....the.jpg
The 'shield/repairing skin' thing can be called something else- I think the complaint was more the semantics of the rules: ie they still read as shields rather than something 'unique'.
I think this is a bit of stupid argument, but if people could think of other ways to represent this (ablative armour or something) but still use the same mechanics, just write them down.
hellebore
_________________ Torpedoes a Go-Go Cap'n!
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