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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 1
st
Officer Hanz Kruger
A.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
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 the
Rebellion.
Strange stories began to surface, especially
in the South of metal skeletons rising up or
appearing from no where to strike. Again,
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 a
shadowy 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 first Necron forces
were encountered by an official Naval force
at 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.
The Necron Agenda
Members of the office of Strategic
Intelligence Office began to attempt to discern
the strategy in the Necrons 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 to
emerge.
The Necrons 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 to
the 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 the
Red 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 conclusive
data, 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 there
warcraft 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 be
repelling 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.
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 defend
the 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 their Ctan masters.
Thankfully, only one of these has ever been reported on Ammoriss, as the Eldar claim that these
devices have scoured worlds.
Cruisers
Warbargue
The Warbarque is an ancient weapon from before
the birth of humanity. It is an incredibly potent
engine 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.
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 act
as 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 with
a 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.
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, the
ordinance 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.
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, and
can 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 the
terrain 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 on Brace 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 other
special 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 the
counter 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.
Portal
The technology of the ancient Necrontyr and
their CTan masters is unfathomable to simple
human minds. They are masters of space and
time. The portal is another one of their great
creations 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 counts
as 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 begin
play 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 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.
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.
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 Space
Marine 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.

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