Necrons Custom

Homebrew by FARSONICBOOM

Reanimation Protocol: The first time each friendly HIEROTEK CIRCLE operative is incapacitated, before it’s removed from the killzone, place one of your Reanimation markers within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. CHRONOMANCER operative’s Chronometron action, Poison tokens, APL stat changes, being implanted, etc.). In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one D6: on a 1-2, leave that Reanimation marker in the killzone and repeat this process with a different one of your Reanimation markers (if any); on a 3+, an operative is REANIMATED. You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don’t select any more for that turning point. Whenever an operative is REANIMATED: • Set up the operative that Reanimation marker was placed for (it’s no longer incapacitated). It must be placed within 3" of that Reanimation marker and not within control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead). • It has D3+1 wounds remaining. • It has an order of your choice and is ready. • Remove that Reanimation marker. As REANIMATED operatives are no longer incapacitated, for the purposes of the kill op, this means your opponent’s kill grade can go down during the battle (they lose VP accordingly). However, it won’t retroactively change any other VPs your opponent has scored, e.g. from tac ops.

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Composition

In the Ready step of each Strategy phase, after resolving all other rules in this step (e.g. Reanimation Protocols faction rule), each friendly HIEROTEK CIRCLE operative regains D3+1 lost wounds (roll separately for each).

Chronomancer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Aeonstave (Blast 2", Lethal 5+, Stun, Magnify)
5
3+
3/3
Entropic Lance (Devastating 3, Piercing 1, Magnify)
4
3+
5/3
Aeonstave M (Lethal 5+, Shock)
4
4+
3/4
Entropic Lance M
4
4+
3/6
Necron
Warrior 1
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer (Piercing 1)
4
4+
3/4
Flayer M
3
4+
3/4
Necron
Warrior 2
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer (Piercing 1)
4
4+
3/4
Flayer M
3
4+
3/4
Necron
Warrior 3
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Reaper (Rng 8", Piercing 1)
4
3+
3/4
Reaper M
3
4+
3/4
Necron
Warrior 4
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Reaper (Rng 8", Piercing 1)
4
3+
3/4
Reaper M
3
4+
3/4
Necron
Scarabs 1
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Necron
Scarabs 2
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Necron
Scarabs 3
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Necron
Equipment
Ploys

Strategic - New Ploy:


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.