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Sailors have told stories of strange and horrible sea monsters. As the Imperium descended on ammoriss, something far older than Chaos stirred. Strange stories began to surface of metal skeletons rising up or appearing from no where. The Gatekeepers Space Marine Chapter encountered the mysteries metal menace.
Sailors have told stories of strange and horrible sea monsters. As the Imperium descended on ammoriss, something far older than Chaos stirred. Strange stories began to surface of metal skeletons rising up or appearing from no where. The Gatekeepers Space Marine Chapter encountered the mysteries metal menace.
Sailors have told stories of strange and horrible sea monsters. As the Imperium descended on ammoriss, something far older than Chaos stirred. Strange stories began to surface of metal skeletons rising up or appearing from no where. The Gatekeepers Space Marine Chapter encountered the mysteries metal menace.
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.
Michael M. Lombardo, Robert W. Eichinger - Preventing Derailmet - What To Do Before It's Too Late (Technical Report Series - No. 138g) - Center For Creative Leadership (1989)