1500 Necron Army by Hawox
Gauss: D6 Glancing hit 6
Haywire: D6 Glancing 2-5, Pen 6
Monstrous Creatures have the Fear, Hammer of Wrath, Move Through Cover, Relentless and Smash special rules. Can also fire 2 weapons a turn at same unit
Living Metal: D6 2+ Crew Shaken ignored. 4+ Crew Stunned ignored.
Sweep Attack: When moving over a unit may sweep attack up to 3 hits. Combat speed hit 3+ otherwise 4+. Uses his weapons and strengths. No cover saves.
Symbiotic Repair: If immobilized or weapon destroyed embarked character may take a wound instead unless it's their last wound.
Repair Barge: D6 on 1 wound. Add D3 Necron Warriors within 6D"
Beasts: Fleet and Move Threw Cover
Entropic Strike: Perma negate armor save | D6 4+ perma -1 all armor facings
Fearless: Automatically passed Pinning, Fear, Regroup tests and Moral checks but cannot Go to Ground or use Our Weapons Are Useless.
Swarms: Not slowed by dangerous terrain and double unsaved wounds taken by blasts/templates
Necrodemis: 4+ Invu save. Dead -> D6" Str 4 Ap 1 hits (only roll for wound and save)
Eternal Warrior: Immune to instant death
Immune to Natural Law: Ignores difficult and dangerous terrain while moving
Etheral Interception: Enemy reserve enter, free deep strike immediately (their turn)
Hunters from Hyperspace: (Perma: wound target unit on 2+)
RP: Revive at the end of the phase D6 5+ unless the entire unit is gone
Cleaving Counter-blow: Any misses enemy models make against the unit give +1 attacks (up to a bonus of 6) to Obyrn
The Vanguard's Duty: Does not scatter if Deep Striking with Ghostwalk Mantel 6" from Zahndrekh. If Zahndrekh get's assaulted Obyron instantly stacks into the fight from anywhere on the table.
Adaptive Tactics: Start of turn, give any friendly unit Counter-Attack, Furious Charge, Hit and Run, Night Vision, Stealth and Tank Hunters.
Counter Tactics: Chose any enemy unit is LoS and remove 1 of the rules listed above for one turn. The unit may also not receive the rule from another source.
Phased Reinforcements: Enemy arrives from reserve, immediately Deep Strike any number of units from your reserve that may deep strike.
Fleet: Can re-roll one or more dice when determining run distance and charge range.
Counter-Attack: When charged and not in combat, take a leadership test to give all models +1 attack this turn
Furious Charge: +1 Str for the rest of the turn when the model makes a (non-disordered) charge.
Hit and Run: Leave combat at the end of assault phase with Initiative test. Chose a direction at 3D6 distance not slowed by difficult terrain. No sweeping attacks.
Stealth: + 1 cover save
Tank Hunters: Can reroll glacing hits to get pen hits (but must take the second roll) and rerolls failed armor pen hits against vehicles.
|