

Instead their armor is at the highest ratings found anywhere, their hulls can regenerate over time by spending some maximum hull strength to restore current hull strength, one Active ability for their commanders (Scarab Swarm) can apply a decent damage-over-time effect to enemy ships while simultaneously regenerating the hull of allies, their ships are immune to the Fire On Board critical and Light Criticals last half as long as normal, and one tech tree upgrade can make their defense turrets immune to being destroyed.

The Necron defenses are completely hull-based as they use no shields. Since they do not have a Lock On stance to increase their weapon critical rate, all Necron weapons naturally have much higher natural critical rates. Their weapons are always 100% accurate, and the Particle Whip type can both ignore shields and jump to a second target. They also do not have the Lock On stance that extends the range a further 4500 instead they have a stance that allows their weapons to fire additional shots at 50% strength to other enemy ships within a 9000 range. They are quite explicitly short-ranged their longest weapon baseline range is 13500 and they always constitute less than half of the weapons of any ship (of those few that even have them in the first place), most of the time their weapon range is 9000.

Causing Necron ships to 'Brace for Impact' by firing fusillades of lance fire is also helpful as they cannot 'All Ahead Full' while braced. The firepower and strength of Necron weapon systems are affected by special orders as normal, as are their turret values, making lances very valuable against the tin tide. Necrons can close very fast The "All Ahead Full" special order grants them an addition 1D6x10 cm's of additional movement instead of the normal 4d6, and they can turn once for every 20cm travelled unlike other races which cannot turn at all. While they don't get bonuses to these rolls per se, the ability to make multiple H&R's per capital ship, and ignore most of the restrictions pertaining to such make this much more of an asset than normal. Necrons love to get up close and personal, where their "Portals" give them extra hit & run attacks.

The Necron lance equivalent ignores shields on a roll to hit of 6, again Holofields cannot save against this. Necrons have a "Star Pulse Generator" which grants an automatic roll to hit against all ships in range (one roll each), which ignores Holofields. The Necron weapon battery does not suffer the normal column shift for eldar holofields or shadowfields, and treats ALL targets as closing. When under the "Brace for Impact" special order ALL Necron ships improve their save to 2+, but lower their armor to 4+, and finally, Necron ships repair critical damage on a roll of 4+ instead of the normal 6+. Secondly, they get a save vs damage depending on the ship class: Escorts get a 6+, Cruisers get a 5+, and Battleships get a 4+. Firstly, all Necron ships have great armor at 6+.
