| 

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.


Rate this Army List

1500 Necron Army by Hawox
What do you think of the list?

Tags

Support Command Center

Please consider supporting Command Center by becoming a patron.

Web Hosting

Web hosting is provided by KnownHost. Get premium Managed WordPress hosting at a budget price. Backed with SSD, LiteSpeed, LSCache and more. Now receive 50% off your first term.