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It has come to our attention that a new breed of servo skulls- a larger,
deadlier, and heavier version, certainly not constructed by the Imperium,
exists. These robots, flying daemons, as they are known to the troops, have
been sighted on many imperial worlds- Rothoman, Albeis VI, and the stricken
planet of Tanaroth among them. These worlds all exhibit the same kind of
landmark or building- a large pyramid or citadel, with strange symbols and
markings upon them.
We have now come to a conclusion- an unwanted one, but a conclusion all the
same. These skulls seem to be of Necron origin. They are not however,
smaller versions of the Necron 'destroyer' or indeed larger versions of the
scarab, but a completely different and frightening prospect.
These 'servo-skulls' as already noted, fly. They exhibit similar
machine-disrupting abilities, able to scramble computing equipment or other
technological aides, as well as weapons. The real bombshell, however, is a
strange device incorporated into the design that changes the brainwaves of
anyone nearby. Here we have a machine that can disrupt both computers and
people- a dire prospect.
On planets where these skulls are present, they are increasing in large
numbers. Skulls seem to have a patrol zone, over a few square miles. They
repeatedly fly over this area, travelling up and down, along and across,
leaving no stone unturned. If it finds a living organism, it will usually
ignore it, as it may think the thing is no longer a threat under the
brain-alteration technique.
The Necrontyr skull follows the same rules as a servo-skull, except it is only -10% to hit (it is only just smaller than a human) and has an armour value of 9, not 8.
Disruptor field: All hi-tech weapons (guns, power swords etc.- NOT bows or
swords) within the field (radius of 4 yds from the skull) suffer a -20% to
hit modifier as their systems are disrupted. Hi-tech equipment will cease to
function on a roll of 1-4 on D6.
Humans and other creatures (with organic brains) must roll on the table
below if they enter the field:
D6 roll-
*Effects last until character can pass wp test at start of turn. There is an extra -10% modifier each turn after the first test (not permanent). If the character's WP is reduced to 0 then he will be permanently under control of the GM, and will wander off the board, heading north-west..
^Effects last until player can pass WP test at start of turn. If failed, instead of rolling another halluninogen affect, place the character under control of the GM (see above).
The necrontyr-skull cannot control more than one character at once. If someone is already under control of the skull, and someone else is determined to have come under control of the skull, the GM can choose to either swap characters, or place the new character under the effects of hallucinogen. The old character will recover completely if 'discarded.'
Necrontyr skulls patrol their own personal zone. Roll a D12 at the start of
a turn (not a player's turn but a game turn) on a 12 a skull will appear on
the battlefield. The next turn it will appear on 11+, then 10+ etc. etc. The
skull will never appear on the first turn; only start rolling on the second
turn.
Randomly determine a board edge (then determine where it will appear on that
edge)-