Ghost Ark

(Entry)
Type: unit
EntryId: e6c2-325b-2d0b-e1b7
Hidden: false
Costs: 115 Points
Rules (3)
Open-topped
Open-topped vehicles follow the normal vehicle rules, with the additions and exceptions given below.


Whenever a damage roll is made against an opentopped vehicle, add +1 to the result.


Open-topped vehicles do not have specific fire points. Instead, all passengers in an open-topped vehicle may fire, measuring range and line of sight from the hull of the vehicle. Open-topped vehicles do not have specific access points. Models can embark or disembark within 2" of any point of the vehicle. The passengers of opentopped vehicles may assault, even if the vehicle has moved before their disembarkation. As it is much easier to bail out from an open topped transport, the Strength of hits inflicted on passengers by exploding open topped transports is one point lower than it would be in a normal transport (i.e. Strength 3).
Skimmer
Skimmers follow the normal rules for vehicles, with the additions and exceptions given below.


Unlike other vehicles, skimmers have transparent ‘flying bases’ under their hull. As normal for vehicles, distances are measured to and from the skimmer’s hull, with the exceptions of the vehicle’s weapons, access points and fire points, which all work as normal. The skimmer’s base is effectively ignored, except when assaulting a skimmer, in which case models may move into contact with the vehicle’s hull, its base or both.


Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Note that a skimmer must be set down on the table and left in place at the end of its move – it cannot be left hovering in mid-air!


Skimmers can move over all terrain, ignoring all penalties for difficult terrain and tests for dangerous terrain. However, if a moving skimmer starts or ends its move in difficult or dangerous terrain, it must take a dangerous terrain test. A skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a dangerous terrain test. 


A skimmer that is also fast and is moving flat out can move up to 24".


A skimmer that is not immobilised and has moved flat out in its last Movement phase counts as obscured (cover save of 4+) when fired at. 


A skimmer that is immobilised immediately crashes and is destroyed (wrecked) if it moved flat out in its last turn. If it moved slower, it suffers an immobilised result as normal.


If a skimmer is immobilised or wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), don’t worry about it. The skimmer’s anti-grav field is obviously still working and an immobilised skimmer will simply remain hovering in place, incapable of any further movement (including turning on the spot); a wrecked one is now a floating, burning wreck. Note that it is not permitted to remove the flying stand other than in the two cases above, as normally skimmers cannot land in battle conditions.


Skimmers may try to dodge out of the way of tanks attempting to ram them (as long as the ramming tank is not also a skimmer). The ramming tank stops in contact with the skimmer as normal, but then, if the player controlling the skimmer wants to dodge, he rolls a D6. On a 1 or 2 the collision proceeds as normal. On a 3+ the skimmer avoids the tank, neither vehicle suffers any damage, and the ramming tank stops in its tracks (literally!), its crew confused and disappointed.
Living Metal
If a model with this special rule suffers a 'crew shaken' result, roll a D6: on a roll of 1, the result is applied normally; on a roll of 2+, the result is ignored. If a model with this special rule suffers a 'crew stunned' result, roll a D6: on a roll of 1-3 the result is applied normally; on a roll of 4+, the result is ignored.

Profiles:

Transport Access PointsFire Points
Ghost Ark

10 Models. It can only carry Necron Warriors, Necron Lords, Overlords, Crypteks and the Necron special characters.

Abilities
Repair Barge:

At the start of each Necron Movement phase, a Ghost Ark can expend energy to repair fallen Necrons. Nominate a unit of Necron Warriors within 6" (or embarked on) the Ghost Ark and roll a D6. If the score is 2 or more, add D3 models to the unit - the models can move and act normally this turn. This cannot take the unit beyond its starting size. If a model cannot be placed for any reason, it is destroyed. On a roll of a 1, place the models as described above, however the Ghost Ark is drained and suffers a glancing hit with no saves allowed.

Vehicle BSFSR
Ghost Ark

4

11

11

11

Wargear
Gauss Flayer Arrays:

The vehicle has two separate arrays of five Gauss Flayers - one along each flank - enabling it to 'broadside' enemy units. The two arrays can shoot at different targets, although all guns in the same array must shoot at the same target.

Quantum Shielding:

Until the vehicle suffers a penetrating hit, it counts all Armour Values on its front and side facings as being 2 points higher. Once the vehicle has suffered a penetrating hit, it uses its own armour value against subsequent hits.

Used By (1)