Deathmarks

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: bb24-7561-e5b2-f221
Hidden: false
Options (2)
Rules (1)
Reanimation Protocols
If a unit with Reanimation Protocols takes one or more casualties, place counters or other suitable markers next to the unit to remind you how many casualties were taken. If the unit makes a fall back move, remove any counters from it.


At the end of the phase, after any Morale checks have been taken and fall back moves have been made, roll a D6 for each Reanimation Protocols counter next to the unit. On a 1, 2, 3 or 4 the damage is too severe and no self-repair occurs - nothing happens. On a 5 or 6, a Necron reassembles itself and continues to fight - return one of the slain models to play with a single Wound, placed in coherency with a model from its unit that has not itself returned through Reanimation Protocols this phase. Models returning to play in this fashion must be placed at least 1" from enemy models. If the model's unit is engaged in close combat, the model immediately piles in. Models that cannot be placed in this way do not return.


Reanimation Protocols rolls cannot be attempted if the unit has been destroyed - once the last model has been removed as a casualty, remove all your counters. Note that characters do not count as part of the unit for the purposes of Reanimation Protocol - if a character is the only survivor of a unit, his presence is not sufficient to allow a Reanimation Protocols roll, so remove any remaining counters. Once all Reanimation Protocols rolls have been made for a unit (pass or failed) remove all your counters from the unit.

Profiles:

Abilities
Ethereal Interception:

Immediately after an enemy unit arrives from reserve, any Deathmark units in Deep Strike reserve that have not yet entered play can themselves choose to enter play via Deep Strike, usually in the enemy turn. Any Deathmark unit that choose not to enter play in this fashion make reserve rolls as normal in subsequent turns.

Hunters from Hyperspace:

When a Deathmark unit deploys, choose a non-vehicle enemy unit on the battlefield (even a unit in a transport) to be their prey - place a counter next to the chosen unit to serve as a reminder. Any Deathmark unit that shoots at, or strikes blows against, a unit marked in this fashion will score a Wound on a roll of 2+.

Deep Strike:

If you wish to use this ‘deep strike’ option, then the units in question must begin the game in reserve (even if you are playing a special mission where the ‘reserves’ special rule is not being used). Roll for arrival of these units as specified in the rules for reserves and then deploy them as follows.

First place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the scatter dice. If you roll a hit the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position. 

Once this is done, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit. 

Models arriving via deep strike treat all difficult terrain as dangerous terrain.

In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle. Units deep striking into ruined buildings are placed on the ground floor. They may not deep strike directly inside a transport vehicle or a building, which will count as impassable terrain as normal.

In that turn’s Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed. 

In that turn’s Assault phase, however, these units may not launch an assault (even if they have the ‘fleet’ special rule), unless clearly stated in their special rules – they are too disrupted by their deep strike move. 

Note that some units always have the option to deep strike, while others may only arrive in this way in missions where the deep strike special rule is used.

If any of the models in a deep striking unit cannot be deployed because they would land off the table, in impassable terrain, on top of a friendly model, or on top or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the deep strike Mishap table and apply the results.

Used By (1)
Necrons(Catalogue)