AQ Necron Harvesters.pdf

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    Old sailors have always spoken of the ghosts

    that haunt the oceans I never took heed; until I

    saw the ghosts myself

    -Log of 1st Officer Hanz KrugerA.N.S. Prince of Fire

    Stalwart Class Cruiser

    The Haunted Seas

    For time immemorial, sailors have told stories.

    Stories of strange and horrible sea monsters.

    They have told stories about strange spirits and

    ghostly apparitions. They have told stories of

    ships mysteriously stripped of all crew with no

    signs of struggle or flight. All of these tails are

    told in sailors haunts over a good brew.

    Many of these stories centered around the

    storm wracked Savage Coast of South

    Ammoriss. However, they were by no

    means restricted to that woe begotten

    section of sea. Stories around Eisenberg

    Island, and remote, little travelled areas of

    Greater Ammoriss also attracted their fair

    share of haunted legend.

    Reasonable and learned men of the

    Imperium dismissed these stories. As they

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    were the fanciful goings-on of an overactive,

    and bored imagination. That was before. Then

    the world of Ammoriss was turned upside

    down.

    The Sleeper Must Awaken

    As war began to descend on Ammoriss, it was

    with great terror that many learned the truth.The ancient stories of ghosts and haunting were

    more than just stories. Like all myth, their was

    a basis in fact.

    As the armies of the Imperium descended upon

    Ammoriss, something far older than Chaos

    stirred. It began simply enough. Ships went

    missing. Most were simply ignored. After

    all, a war was going on. Ships were sunk and

    lost all the time. If it wasnt from natural

    causes such as weather, and human error;

    then it could easily be attributed to the Great

    Enemy. The focus was on halting theRebellion.

    Strange stories began to surface, especially

    in the South of metal skeletons rising up or

    appearing from no where to strike. Again,

    http://wh40k.lexicanum.com/mediawiki/images/d/dc/Necron_activity.jpg
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    the stories were largely ignored. It wasnt until

    elements of the Gatekeepers Space Marine

    Chapter encountered the mysteries metal

    menace that key figures began to take notice.

    By then, it was all ready too late.

    The Threat Grows

    It wasnt long until the Ordo Xenos through ashadowy Inquisitor; gave a name to the new

    threat; Necrons. Immediately, the alert went

    out to all commands on Ammoriss. However,

    most were too busy dealing with more

    immediate threats to worry about yet another

    distant one.

    Soon, Necron forces were being reported

    striking seemingly at random across Greater

    Ammoriss. Isolated targets such as villages,

    rigs, or small merchant convoys, were their

    preferred targets. Often, by the time

    reinforcements arrived, they would find an

    empty village, left with nothing but the lonely

    remnants of human occupation. Objects like a

    waiting childs doll, a set table, or a Vox still

    playing.

    Lone villages in Greater Ammoriss werent

    the only targets. The plantations houses of

    the Great Houses of the Savage Coast also

    fell victim to the ghostly attackers.

    Fisherman near Eisenburg Island began to

    report strange sightings of the ghosts as well.

    When a fishing boat did not return, the

    ghosts were blamed.

    Fear spread, fear of the unknown. Fear of

    the ghosts and the Old Jackos. A local

    superstition from the days of St. Augustine.

    Locals began to finger their St. Augustine

    medallions and recount the stories from ages

    past.

    It wasnt long until the firstNecron forces

    were encountered by an official Naval forceat sea. The reports back were garbled and

    strange. Flying pyramids, green death, and

    enemies appearing and disappearing. It

    wasnt long before similar garbled reports

    seeped into NavComm North. Where the

    Necrons were going, and what they were

    doing remained shrouded in mystery.

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    The Necron Agenda

    Members of the office of Strategic

    Intelligence Office began to attempt to discern

    the strategy in theNecrons activities. Soon,

    these loyal PDF researchers were joined by

    agents of the Inquisition. Together, they

    began plotting the location of Necron

    sightings. Soon a strange pattern began toemerge.

    TheNecrons seemed intereested in locations

    controlled by the Adeptus Mechanicus on

    Ammoriss. The local branch of the Priesthood

    of Mars was based and operated out of the

    Red Tower in North Ammoriss, but had

    scattered holdings across the planet. The

    Necron sightings linked their appearances tothe vicinity of these holdings.

    Of course, the exact nature of this relationship

    is unclear. Was there something that the Red

    Tower had that the Necrons wanted? Were they

    awakened by some action of the Red Tower?

    Was the pattern simply a coincidence as theRed Tower claimed? Or was there something

    sinister at work.

    The other clear pattern, was that the Necrons

    were systematically de-populating areas near

    their appearances. What became of the

    inhabitants was another mystery. No sighting

    had reported the strange metal warriors taking

    prisoners with them. However, it was clear

    to all that where their had been human

    inhabitants, there was now only empty

    communities and open spaces.

    The Necron Fleets

    With insights into the Necron forces strategic

    purpose stonewalled by lack of conclusivedata, the investigators turned to the tactical.

    Using whatever information they could

    uncover from Ammoriss or their Inquisition

    allies; they began to piece together the line-

    of-battle for the Necrons. What they found

    was utterly unlike anything the Office of

    Strategic Intelligence had ever dealt with.

    Necrons do not have ships. All of therewarcraft are skimmers. They hover above

    the waves with nothing but a low hum barely

    audible over the sound of the ocean. The

    huge looming shapes drift effortlessly across

    the seas, unhindered by wind, rain, or waves.

    As they move, they make no more noise than

    when they are stationary. Eyewitness reports

    indicated that the Necron constructs could

    accelerate and change direction without

    warning.

    Most surprising of all, they seemed to appear

    out of no where. With no warning, the

    Necron forces would be in amongst the

    perimeter of convoys and patrols. They

    would suddenly be within striking distance

    of coastal communities. At one moment, the

    crew of a ship would be going about their

    business, and the next minute they would berepelling a force of metal skeletons.

    It was clear that the Necrons were no

    conventional enemy, and dealing with them

    would require desperate measures. Despite

    the efforts of the best military minds on

    Ammoriss, no clear solution could be found.

    The Necrons would be unstoppable.

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    Necron Harvesters

    Line-of-Battle

    The following section details all of the various vessels and units associated with a Necron

    Harvester naval force. This list will provide you all the information you need to play them in

    games of Aquanautica Imperialis.

    Battleships

    Abattoir

    This is not just a war machine. It is an awe-inspiring terror. It is a harvester. It is a huge flying

    monument to the power of the Ctan and their Necron servants. The surface of the Abbattoir is

    covered in the moving metal skin of scarabs. These small creatures maintain, protected and defendthe structure from enemy attacks. They make the entire surface of the structure shift and move with

    the glint of exposed metal.

    Hanging below these flying craft is a countless assortment of metal tentacles, and housed within

    these tentacles are the dreaded gauss weaponry common to all Necrons. It is with these weapons,

    that the Abbattoir harvests the terror of its victims for later consumption by theirCtan masters.

    Thankfully, only one of these has ever been reported on Ammoriss, as the Eldar claim that these

    devices have scoured worlds.

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    Cruisers

    Warbargue

    The Warbarque is an ancient weapon from before

    the birth of humanity. It is an incredibly potentengine of destruction that can quickly turn a much

    larger opponent into a hulk. Its powerful Gauss

    weaponry is the terror of ship captains across

    Ammoriss. In addition, its strange armor seems to

    be able to shake off the most powerful of blasts.

    Worst of all, the Warbarque seems to be able to

    teleport Necron warriors to board other nearby

    vessels. It is another terrifying weapon in the

    arsenal of the ancients.

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    Escorts

    Monolith

    The bulk of the Necron forces are made up of the enigmatic Monolith. This flying pyramid can

    strike without warning, a mystery considering its size. In addition to having the potent weaponry

    common to all Necron vessel, it can pour forth hordes of the skeletal Necron warriors. The numbers

    deployed far outweigh any potential carrying capacity of the craft. This ship seems to be able to actas a potent anti-ship weapon as well as being able to spearhead an amphibious assault.

    Obelisk

    The Obelisk is a smaller Necron creation that acts

    in support of the larger Monolith. Like their

    larger cousins, they look like flying buildings witha pulsing power crystal perched atop. From this

    crystal, the Obelisk can produce the fearsome

    Necron particle whip.

    Obelisks mostly act as secondary units to support

    a Monolith assault. They also function as pickets

    and screens for the larger Necron war machines.

    Their ability to suddenly appear and disappear

    makes them another formidable opponent.

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    Necron harvesters

    Special Rules

    This section will detail the special rules to use the Necron Harvesters in games of

    Aquanautica Imperialis.

    The Necron Harvesters can take advantage of

    the following rules and upgrades when

    choosing ships and squadrons from the Line-of-Battle.

    Flagship NA

    The Necrons do not use Flagships like other

    races.

    Squadrons

    Monoliths may form squadrons of 2-4 craft

    Obelisks may form squadrons of 2-5 vessels Abattoirs and Warbarques never squadron

    Destroyers, Heavy Destroyers, and Scarab

    Swarms have no limit to squadron sizes.

    Fleet Restrictions

    A fleet can only ever have 1 Abattoir

    The fleet must spend one quarter or more of

    its points on Monoliths.

    Fleet Upgrades

    The upgrades listed below are for

    Ordinance. Unlike other fleets, theordinance for a Necron fleet is purchased

    separately and can be deployed like any

    othe rsquadron. It does not need to deploy

    from a Launch Bay. The price is per base.

    Destroyers +35

    Heavy Destroyers +50

    Scarab Swarms +25

    Special Rules

    Necrons have a variety of special rules. If a

    rules applies to a particular Necron unit, it

    is listed in the units description.

    All units in the Necron army are considered

    skimmers. The rules for skimmers can be

    found in the main rulebook.

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    However, for your convenience, the skimmer

    rules are reposted here:

    Skimmer

    Units that are considered skimmers are

    activated like regular Escorts.

    They can move at any speed up to full, andcan make as many turns as they wish during

    their movement phase.

    Skimmers cannot be boarded but can launch

    boarding actions if they come in contact with

    an opponents squadron.

    They cannot be grounded or be part of a

    collision. Instead, they simply move over theterrain or other squadrons.

    Skimmers that are reduced to 0 DP are

    replaced by a wake marker and removed from

    play.

    Living Metal

    This is an advanced technology unique to the

    Necrons. Essentially, damaged Necron

    technology has the ability to reform itself.

    Essentially, it can self-repair without resorting

    to a maintenance yard.

    Necron craft with the Living Metal special rule

    are always consider to be onBrace for Impact

    special orders. No command check is needed.

    Since they are always on Brace for Impact

    orders, a Necron fleet can never use any otherspecial orders.

    Teleport

    Necron forces are infamous for appearing

    exactly where they are least expected. This

    makes defending against them exceedingly

    difficult. Little is known of the advanced

    technology they utilize to accomplish this

    Feat. However, it is clearly far more

    advanced than anything the Imperium of

    Man can field.

    Necron vehicles with the teleport ability

    may begin play in reserve. The Necron

    player can choose to deploy this squadron at

    anytime during the Movement Phase

    instead of activating another ship. Place thecounter for the squadron on the board. Roll

    a d3 and the scatter dice (similar to

    deploying submerged ships) and place the

    ship the number rolled in inches in the

    direction of the scatter arrow. Once

    deployed, the squadron may be removed

    from the board at anytime, but they will be

    unable to redeploy again later.

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    Portal

    The technology of the ancientNecrontyrand

    their CTan masters is unfathomable to simple

    human minds. They are masters of space and

    time. The portal is another one of their greatcreations that they now use to inflict untold

    misery on the young races.

    Necron ships with the Portal ability can do the

    following:

    Destroyers, Heavy Destroyers, and Scarab

    Swarms may use a ship with a portal to re-

    enter play from reserve.

    If no portals are on the board Destroyers,

    Heavy Destroyers, and Scarab Swarms in

    reserve may not enter play. Any units still in

    reserve at the end of the game are considered

    destroyed.

    Necron craft with a portal can launch a

    Boarding Action against any enemy ship

    within 6 inches. The boarding action countsas crew rating 1, and a loss does not have any

    negative impact upon the Necron ship that

    launches the attack.

    A portal can either launch a Boarding Action

    or bring Destroyers, Heavy Destroyers, and

    Scarab Swarms in from reserve in a single

    turn. It cannot take both actions.

    Destroyers

    The Destroyer is a type of Necron warrior fitted

    with an advanced anti-gravity body, and a

    powerful Gauss cannon. In a Necron Fleet,

    they act as the Interceptors. Unlike normal

    Interceptors, a Destroyer does not need to

    deploy from a Launch Bay. They may beginplay on the board deployed with the fleet.

    Destroyers move 8 inches a turn and act as

    aircraft. That means they also move during the

    End Phase.

    Destroyers may begin the game in reserve,

    and enter play through any portal on the board.

    The Firepower rating of the Portal indicateshow many Destroyer may enter through it in a

    turn. This takes place during the Movement

    Phase, and the Destroyers must be chosen to

    Active.

    Destroyers that are destroyed roll a d6. On a

    4+ they are returned back into reserve instead

    of being considered destroyed. They may

    deploy from Reserves as normal.

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    Heavy Destroyer

    The Heavy Destroyer is a more advanced type

    of a regular Destroyer. The anti-gravity and

    weapon have been upgraded to provide an even

    heavier punch. There are documented reports

    of the Heavy Gauss Cannon of the Heavy

    Destroyer punching straight through a SpaceMarine Land Raider. They are just as effective

    against the armor of a sea going ship.

    In a Necron Fleet, the Heavy Destroyer acts as

    a Bomber. . Unlike normal Bombers, a

    Destroyer does not need to deploy from a

    Launch Bay. They may begin play on the

    board deployed with the fleet.

    Heavy Destroyers move 8 inches a turn and

    act as aircraft. That means they also move

    during the End Phase.

    Heavy Destroyers may begin the game in

    reserve, and enter play through any portal on

    the board. The Firepower rating of the Portal

    indicates how many Destroyer may enter

    through it in a turn. This takes place during the

    Movement Phase, and the Destroyers must be

    chosen to Active.

    Heavy Destroyers that are destroyed roll a d6.

    On a 4+ they are returned back into reserve

    instead of being considered destroyed. They

    may deploy from Reserves as normal.

    Scarab Swarms

    Scarabs are small maintenance creatures

    used to perform the a variety of

    maintenance tasks within the Necron

    Fleet. However, the same abilities they

    have at repairing Necrons, can be turned

    upon the enemy to quickly and efficiently

    disassemble ships, ordinance, and crew.

    In a Necron Fleet, Scarab Swarms act

    like Torpedoes. However, they do not

    deploy from Torpedo Tubes as normal.

    They may begin play on the board

    deployed with the fleet.

    Scarab Swarms move 8 inches a turn

    and act as Torpedoes. That means they

    also move during the End Phase. They

    are also Skimmers.

    Scarab Swarms may begin the game in

    reserve, and enter play through any portal

    on the board. The Firepower rating of

    the Portal indicates how many Destroyer

    may enter through it in a turn. This takes

    place during the Movement Phase, and

    the Destroyers must be chosen to Active.

    Heavy Destroyers that are destroyed

    roll a d6. On a 4+ they are returned back

    into reserve instead of being considered

    destroyed. They may deploy from

    Reserves as normal.