Necron star vessel hulls and components

Necron Vessels
“Ancient things from beyond the dark. Undying death. If the armored dead begin to wake, run, just
run and do not look back.”
-Zaill Krallic, Kabalite, instructs his comrades on standard anti-Necron procedures.

If you thought the Eldar ships were cray-cray, you ain’t seen nothin’ yet. In terms of space, the Necrons won. There’s no easy way to say it. Their ships are simply the absolute best. It helps that they can ignore physics and other minor things that the Enfleshed must worry about.
Necron starships are made of the same material as everything else – Living Metal. This gives them unprecedented staying power, and ensures that any damage the enemy DOES make fails to have a lasting impact. Necron weapons, perfected during the long-forgotten War in Heaven, are the perfect counter to the psychic and esoteric defenses of the Eldar. Against the rest of the lesser races of the galaxy, they are simply Overkill.
In the Tiji Sector,the most commonly sighted Necron ship is the Ihey-Qed, a Cairn-class Tombship belonging to Phaeron Ramsestron. Luckily, only a few half-hearted macrocannon shots are sufficient to make him go away, and as a result he is classified as one of the lesser threats in the Tiji Sector. Far worse are the canoptek fleets of Phaeron Khepri, who surges through and overwhelms blockades to kill the target of that week’s fancy.
Necron ships have the following special rules.
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.
Dead Crew: Necron Ships cannot equip Gellar Fields, Void Shields, or Life Sustainers. They use components below, if applicable.

RAIDERS
Necron raiders make mockeries of their enemies, as the void becomes a croissant-filled bakery of doom.

JACKAL
Jackals are the most common of Necron escort vessels, found in the shadow of larger ships. It often
bears portals for sudden boarding actions
Speed: 14 Maneuver: +30
Detection: +27 Hull Integrity: 35
Armor: 20 Turret Rating: 1
Space: 35 SP: 40
Weapon Capacity: 1 Prow
Self Repair
Dead Crew

DIRGE
Dirges are rarer than Jackals, but far faster, and used as scouts when a Shroud is deemed unnecessary.
Speed: 16 Maneuver: +35
Detection: +25 Hull Integrity: 35
Armor: 20 Turret Rating: 1
Space: 32 SP: 38
Weapon Capacity: 1 Prow
Self Repair
Dead Crew

LIGHT CRUISERS
Necron Light Cruisers are utilized as scout ships,
with dedicated stealth systems to make them
completely undetectable.

SHROUD
The Shroud is the perfect scout ship, despite being a cruiser. Fast, stealthy, and so heavily armed that any ship fast enough to catch up to it is instantly vaporized.
Speed: 12 Maneuver: +15
Detection: +50 Hull Integrity: 60
Armor: 22 Turret Rating: 1
Space: 60 SP: 65
Weapon Capacity: 2 Prow
Stealth Hull: Enemy attempts to detect the ship suffer a -30 penalty.
Self Repair
Dead Crew

CRUISERS
Necron cruisers appear spindly and delicate, but the reality is they are nearly unstoppable.

SCYTHE
The Scythe doubles as both an anti-everything ship and as a “Harvest” ship, the role of which to destroy the very worlds of races who do not submit to the Dynasties.
Speed: 10 Maneuver: +10
Detection: +25 Hull Integrity: 75
Armor: 25 Turret Rating: 3
Space: 75 SP: 80
Weapon Capacity: 1 Prow, 1 Port, 1 Starboard, 1 Keel
Self Repair
Dead Crew

SHIP COMPONENTS
Necron Starships do not need to worry about many of the problems that plague the Enfleshed. Their components reflect the combat doctrine of a race already dead.

INERTIALESS DRIVE
Inertialess drives vary from Dynasty to Dynasty, some focus on speed, others on reliability, based on
their experiences during the War In Heaven. To make an Inertialess Drive, take a desired Plasma Drive and make the following changes.
SP: +2
Mastery of Physics: Necron ships perform maneuvers that Enfleshed find impossible, mainly
becaue if they tried, they and their ship would pulp.
Necrons can go any direction they wish when moving, and make as many turns as desired. There is
no limit. For instance, they can move forward 2, up 1, left 2, down 1, make a 90˚ turn, strafe 3 right, turn 360˚ and float away to ready the perfect shot. Note that a Necron vessel is still restricted to finishing its Maneuver before firing.

DOLMEN PROJECTOR
The Necrons forcefully penetrate the Webway to connect the distant tombworlds. Whether or not the
Webway enjoys it, none can say.
Sundered Webway: A Dolmen Projector opens Dolmen Gates into the Webway. This doubles the
base time for a journey, which cannot be reduced by any means. However, no rolls for Warp Encounters are made.
Warp Drive: This takes the Warp Drive ship slot.
Power: 10 Space: 10 SP: +4

QUANTUM SHIELD PROJECTOR
This component projects a series of interlocking defensive energy fields that exist only at the moment it deflects an attack.
Void Shield: This takes the Void Shield ship slot.
Quantum Shielding: The ship ignores all celestial hazards. In addition, when fired at, any inflicted hit
(but not a critical one) on a Raider is ignored on 8+ roll on 1d10 (roll once for each hit, before the
damage is rolled). Light Cruiser and Cruiser hulls ignore hits on 6+.

Quantum Shield Projector I (Raiders)
Power: 6 Space: 2 SP: +1
Quantum Shield Projector II (Cruisers, Light
Cruisers)
Power: 8 Space: 2 SP: +1

CREW TOMBS
These basic tomb complexes house legions of Warriors and basic maintenance Scarabs.
Resurrection Protocols: 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.
Crew Quarters: This fills the Crew Quarters slot of a Necron ship
Power: 2 Space: 4 SP: +1

NOBLE TOMBS
These tomb complexes house Immortals, Lychguard, and the full complement of a Dynasty’s might.
Resurrection Protocols
Dynastic Fury: During boarding action, Necrons inflict an additional 1d10 of damage to Crew
Population and 1d10 Morale damage.
Crew Quarters: This fills the Crew Quarters slot of a Necron ship
Power: 3 Space: 5 SP: +2

PORTAL
Far more precise than Imperial Teleportariums, the Necron Portal delivers Necron forces cleanly and efficiently.
Supplemental.
Thriller Nights: A portal confers one additional Hit and Run attack to the Necron vessel. Such action
doesn’t require a Pilot test, only an Ordinary (+10) Command test.
Power: 2 Space: 2 SP: +2

LIGHTNING ARC
The Lightning Arc fires stored solar energy as a wave of lightning tendrils, that arc across the enemy.
Macrocannon
Living Lightning: Enemies are treated as Close Range (+10 BS), no matter distance, as the arc seeks
out enemies. The distance still cannot exceed 2x Range Increment.
War in Heaven Protocols: Holofields and Shadowfields do not defend against this weapon.
Power: 6 Space: 3 SP: 3
Str: 4 Dam: 1d10+4 Crit: 4 Range: 6

PARTICLE WHIP
The particle whip connects a stream of high energy particles, which is then cracked like a whip against enemy hulls.
Lance
Unlimited Power: On 3+ DoS, the Particle Whip ignores Void Shields.
War in Heaven Protocols
Power: 10 Space: 4 SP: 4
Str: 2 Dam: 1d10+4 Crit: 2 Range: 9

STAR PULSE GENERATOR
A star pulse generator releases a wave of energy that can instantly destroy ordnance and strike craft.
Macrobattery
The Wave: When fired, every strike craft or torpedo within the range radius is instantly destroyed. Necron forces are unaffected.
Central Position: This weapon takes a Keel slot.
War in Heaven Protocols
Power: 8 Space: 5 SP: 5
Str: 1 Dam: 1d10 Crit: 3 Range: 5

STRIKE CRAFT
The Necron Warriors that “pilot” these spacecraft are merely focuses for advanced AI attack patterns.

DOOM SCYTHE
Craft Rating: +10
Speed: 10
Squad Size: 12
Class: Fighter
Availability: Very Rare

NIGHT SHROUD
Craft Rating: +6
Speed: 7
Squad Size: 6
Class: Bomber
Availability: Extremely Rare

NIGHT SCYTHE
Craft Rating: +8
Speed: 8
Squad Size: 10
Class: Assault Boat
Availability: Very Rare
Invasion Beams: Constant influxes of reinforcement through Night Scythe portals provide a +10 to
Boarding Actions and Hit and Run tests.

SPECIAL ABILITIES
The ships of the xenos naturally do not conform to Imperial expectations – they do not have histories or complications in the same way Imperial ships do.
Rather, vessels of each race have a specific package of abilities that they get. They are detailed here.

Source: Fear and Loathing