Necrons

(Force)
Categories: Squads, Characters, Support
EntryId: 871d-0043-0042-8883
Hidden: false
Categories
Rules (5)
Repair: "I'll Be Back"
Slain Necrons are not removed as casualties but are placed on their sides in a manner similar to that of a slain Tyranid with the Regeneration Biomorph. The Necron takes no part in the game while in this condition and cannot be further harmed. At the start of each of its controller‘s turns, roll a D6: 

6: The Necron is repaired. It rises to its feet and can immediately move
and fight as normal.
2-5: The Necron remains on the ground.
1: The Necron‘s body fails to repair itself and wastes away; remove the
model as a casualty.
Leadership and Defeat
Necrons do not take Leadership tests — any test they would normally be required to take, they automatically pass. The Ld of 10 has been provided for convenience. If the entire Necron force is reduced to 25% or less of its original number at the start of any Necron turn, then the whole army will mysteriously vanish; the Necrons are assumed to have been driven away. 
Necrons which have fallen down but not yet removed can‘t be counted as part of the remaining force, so a Necron army can be defeated if enough models are knocked down even if they are not permanently destroyed.
Isolation
Necrons ordinarily must maintain squad coherency as is normal for a squad. However, ―active‖ Necrons do not need to maintain this coherency with Necrons which have been downed in combat and are attempting to repair themselves. Thus a Necron which repairs itself may find itself outside of normal coherency to the rest of its squad. Necrons in such a condition are said to be isolated. 
Necrons which recover must try to join up with a Necron unit of the same type as themselves or with another individual model of the same kind. Until it does so, the Necron is isolated. Isolated Necrons cannot shoot, although fights as normal in all other respects.
Disruptor Zone
If a vehicle or a dreadnought is within 6” of a Necron at the start of its turn, then it must roll a 4+ on D6 to move at all that turn. Even if successful at this roll, its movement is halved that turn. Any weapon attempting to shoot suffers a –1 To Hit penalty for each Necron within 6”. Enemies in close combat may not use the Strength of any close combat weapons when resolving hits; use the Strength of the model itself. This rule applies to all weapons, except Tyranid weaponry.
Deployment
The Necron player always deploys last and always gets the first turn.