***Gothic Sector Necron Weapon Types***
Look for updates as time goes on...
Lightning Arcs- "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 get no adverse column shifts for holofields (the bolts do not need to see) and all targets are treated as closing."

NOTE: Lightning Arc firepower can be spread over any of the field of fire. For instance; a strength 20 Lightning Arc that can fire to the left, right, and front, can fire a strength 10 Lightning Arc to the right, a strength 5 Lightning Arc to the left, and a strength 5 Lightning Arc to the front. The total strength of the weapon can be divided into any 2 or 3 portions and fired out of any 2 or 3 sides. In effect, a strength 20 Lightning Arc can be far more versatile than 3 weapons that add up to strength 20, because the Lightning Arc can change strength values to suit its situation.
Portals- "Portals are more precise than conventional teleporters and are able to flood enemy ships with a relentless host of Necron Warriors. Each portal confers an additional hit and run attack to the Necron vessel. These have a range of 10 cm and as normal can only be made against ships whose shields are down. The unusual restriction that teleport attacks can only be made against ships with less remaining hull points is waved, with the exception that Necron Raiders do not carry enough Warriors to board anything with more than 6  hull points remaining."
Energy Drains- "Only utilised by Tombships, it can be used to attack one enemy ship that is in range. When used make a leadership test for the enemy vessel being attacked to represent its crew struggling to re-route power and stop the energy drain. If the test is failed then the target ship's systems are accessed and their energy drained to the Tombship. If the Tombship has taken damage it recovers one point every time it performs a successful energy drain. If the target vessel is not already crippled it is treated as if it is for the next turn. If it is already crippled it is treated as a drifting hulk for the following turn. May only be fired when the ship is not on special orders or crippled. "
Gauss Particle Whips- "This is the preferred range 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 effect the target ship directly and are unsaveable by holofields. "
Nightmare Fields- "Only utilised by ships bearing a Sepulchre. A wave of palpable psychic force is generated from the Necron ship, and all enemies within 20 cm are potentially affected. The crew are paralysed by visions of horror, if discipline is lost then the crazed crew are likely to do damage to their ship as they rampage uncontrollably. Each affected ship should take a Leadership test. If they pass the Captain cracks some heads and restores order, if it is failed then the ships leadership is reduced by 1 representing the loss of moral 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 ordinance engaged by the Nightmare Field (except for non-boarding torpedoes) is destroyed on a 4+. May only be fired when the ship is not on special orders or crippled."
Scarab Hives- "Hives store and fabricate Scarabs, which can be used offensively by swarming nearby enemy ships where they self-destruct in the most damaging locations. Scarab Hive attacks count as a wave of bombers with strength equal to the strength of the Scarab Hive. They move in a straight line between the ships and will have to contact any firghters directly between their ship and anything they plan to attack. The enemy may fire turrets at the swarm or use any other defenses that affect ordinance to defend itself from the attack. Note that Scarab Hives do not need to be reloaded, and are not represented on the table-top by ordinance counters."
Pulse Generators- "The pulse generates a pulse of energy with a radius effect of 20 cm, which does not effect other Necron ships. Each Pulse Generator gets one roll to hit against each ship or piece of ordinance in range. Holofields offer no defense. A starpulse cannot be generated while the vessel is using any special order or is cripples as it requires precise control ."
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