Murder Court Circle (WIP)

Homebrew by rolomics

Within this grim conclave, the remnants of a forgotten Necron royalty command butchers and executioners stripped of any logical thought. Utilizing forces of the Destroyer Cult and the infected of the Flayer Virus, their Annihilation Protocols allow each unit to unleash newfound abilities for every slaughter. Each hunt becomes a requiem sung in the screams of the dying. For the Murder Court Circle, destruction is not an end; it is a sacrament.

100% positive
Composition

1 MURDER COURT CIRCLE OVERLORD operative with one of the following options:

  • Staff of light
  • Tachyon arrow; overlord's blade
  • Voidscythe

5 MURDER COURT CIRCLE operatives selected from the following list:

  • FLAYED ONE*
  • HEXMARK DESTROYER
  • LYCHGUARD with one of the following options:
    • Hyperphase sword & dispersion shield
    • Warscythe
  • TRIARCH PRAETORIAN with one of the following options:
    • Particle caster; voidblade
    • Rod of covenant
  • OPHYDIAN DESTROYER
  • SKORPEKH DESTROYER

Other than FLAYED ONE operatives, your kill team can only include each operative on the list once.

*These operatives count as half a selection.

Common Abilities and Options

Annihilation Protocols:
The first time a friendly MURDER COURT CIRCLE operative performs either a Fight or Shoot action, it may gain one of your Annihilation Protocol tokens after that action. Each operative can only gain one Annihilation Protocol token from this rule once per turning point. Friendly MURDER COURT CIRCLE operatives with multiple Annihilation Protocol tokens gain additional benefits, which are cumulative, meaning that if a friendly operative has two Annihilation Protocol tokens, it gains the benefits of the rules for 1 and 2 tokens.

Annihilation Protocol TokensAdditional Rules
1Add 1 to its APL stat (to a maximum of 3) and it can perform two Fight or Shoot actions during its activation.
2-3Add the Lethal 5+ weapon rule to its weapons. If it already has the Lethal 5+ weapon rule, then change it to the Lethal 4+ weapon rule instead.
4+Add the Accurate 3 weapon rule to its weapons.

If a friendly MURDER COURT CIRCLE operative hasn’t performed either a Fight or Shoot action by the end of its activation, you must remove one of that operative’s Annihilation Protocol tokens. Additionally, each friendly MURDER COURT CIRCLE operative (excluding FLAYED ONE) can counteract regardless of its order.

Horrific Killers:
Whenever a friendly MURDER COURT CIRCLE operative incapacitates an enemy operative, select another ready enemy operative within control range of that friendly operative and roll one D6; on a 1-4, nothing happens; on a 5+, that enemy operative is HORRIFIED until the end of its next activation. Once you roll a 5+, you cannot use this rule again for that turning point. Whenever an operative is HORRIFIED:

  • It must immediately perform a free Fall Back action.
  • During its activation, it cannot perform the Shoot or Fight action targeting the friendly operative that HORRIFIED it.
  • Whenever that operative would perform a mission action, it must spend 1 additional AP if that friendly operative that HORRIFIED it is still in the killzone during its activation.

Each operative can only be HORRIFIED once per game.

Hulking Monster:
Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

Overlord
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Staff of light (ranged) (Rending)
6
3+
3/4
Tachyon arrow (Dev 3, Lim 1, Piercing 2)
4
3+
5/3
Overlord's blade (Dev 2)
4
3+
4/4
Staff of light (melee) (Rending)
4
4+
3/5
Voidscythe (Lethal 5+)
5
3+
5/7
Abilities
Annihilation ProtocolsHorrific KillersImplacable ResilienceMy Will Be Done1AP: Noble Command

Implacable Resilience: Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

My Will Be Done: While this operative is in the killzone, you can spend 0CP on only one strategy ploy during each Strategy phase.

Noble Command (1AP): - SUPPORT. Once per turning point, select one other friendly MURDER COURT CIRCLE operative visible to and within 6" of this operative. That selected operative can immediately perform one action for free; it cannot perform an action it’s already performed during this turning point, or perform that action again during this turning point.

  • This operative cannot perform this action while within control range of an enemy operative.
Murder Court Circle, Necron, Leader, Overlord
Flayed One
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer claws (Ceaseless, Rending)
4
3+
4/5
Abilities
Annihilation ProtocolsHaunting EffigiesHorrific KillersSkulking Killer

Haunting Effigies: Once per game, whenever this operative incapacitates an enemy operative, you can give this operative one of your Haunting Effigy tokens. While this operative has a Haunting Effigy token, whenever you are rolling a D6 to make an enemy operative HORRIFIED within control range of this operative, results of 4+ will cause that enemy operative to become HORRIFIED instead of 5+.

Skulking Killer: This operative can perform the Charge action while it has a Conceal order.

Murder Court Circle, Necron, Flayed One
Hexmark Destroyer
A 2
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Enmitic disintegrator pistols
focused (Rng 8", Ceaseless, Dev 2, Piercing 1, Saturate)
5
3+
3/2
sweeping (Rng 8", Dev 2, Piercing 1, Saturate, Torrent 2")
4
3+
3/2
Enmitic disintegrator pistols (point-blank)
5
3+
3/4
Abilities
Annihilation ProtocolsHorrific KillersMulti-Threat Eliminator

Multi-Threat Eliminator: Once per turning point, whenever an enemy operative is shooting a friendly MURDER COURT CIRCLE operative within 6" of this operative, after that Shoot action, this operative can immediately perform a free Shoot action against that enemy operative with its enmitic disintegrator pistols (focused). This operative is counted as being injured for this action.

Murder Court Circle, Necron, Destroyer Cult, Hexmark Destroyer
Lychguard
A 2
M 5"
S 3+
W 13
Weapons
ATK
HIT
DMG
Hyperphase sword & dispersion shield (Lethal 5+, *Shield)
4
3+
4/6
Warscythe (Lethal 5+)
4
3+
5/7
Abilities
*ShieldAnnihilation ProtocolsGuardian ProtocolHorrific Killers

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Guardian Protocol: Whenever an enemy operative is performing a Shoot action, if this operative has an Engage order, that operative cannot select a friendly MURDER COURT CIRCLE OVERLORD operative within this operative’s control range as a valid target.

Murder Court Circle, Necron, Lychguard
Triarch Praetorian
A 2
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Particle caster (Devastating 1)
4
3+
3/4
Rod of covenant (Brutal, Shock)
4
4+
5/7
Voidblade (Lethal 5+)
4
4+
4/5
Abilities
Annihilation ProtocolsGravity Displacement PackHorrific KillersRelentless Combatants

Gravity Displacement Pack: Once per turning point, when this operative is performing the Charge or Reposition action during its activation, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat of its original location, measuring the horizontal distance only. In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Relentless Combatants: Whenever this operative performs a Charge action on its activation, its melee weapons have the Ceaseless weapon rule until the end of that activation.

Murder Court Circle, Necron, Triarch Praetorian
Ophydian Destroyer
A 2
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Ophydian hyperphase weapons (Dev 1, Ceaseless)
4
3+
4/4
Abilities
Annihilation Protocols1AP: BurrowHorrific KillersHulking MonsterTunneling Horrors

Burrow (1AP): - This operative performs a free Reposition action, subtracting 2" from its Move stat. Instead of moving, remove this operative from the killzone and place it wholly within range of its current Move stat (in Killzone: Gallowdark & Tomb World, this distance can be measured through Wall terrain). This operative can be placed within control range of enemy operatives using this action.

  • This operative cannot be placed onto Vantage terrain, and cannot perform this action while within control range of an enemy operative.

Tunneling Horrors: Whenever this operative performs the Burrow unique action and ends that action within control range of an enemy operative, that operative immediately takes D3 damage.

Murder Court Circle, Necron, Destroyer Cult, Ophydian Destroyer
Skorpekh Destroyer
A 2
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Skorpekh hyperphase weapons (Balanced, Lethal 5+, *Whirling Onslaught)
4
3+
4/6
Abilities
*Whirling OnslaughtAnnihilation ProtocolsHorrific KillersHulking Monster

*Whirling Onslaught: Whenever this operative is fighting or retaliating with this weapon, each time it strikes with a critical success, also inflict D3 damage on each other enemy operative within this operative’s control range.

Murder Court Circle, Necron, Destroyer Cult, Skorpekh Destroyer
Equipment

Fragments of the Flayer:
Once per turning point, when a friendly MURDER COURT CIRCLE operative gains one of your Annihilation Protocol tokens, one other friendly MURDER COURT CIRCLE operative that doesn’t have one of your Annihilation Protocol tokens can also gain one.


Sempiternal Weave:
STRATEGIC GAMBIT. Select one friendly MURDER COURT CIRCLE operative. Until the Ready step of the next Strategy phase, improve that operative’s Save stat by 1 (to a maximum of 2+).


Resurrection Orb:
Whenever a friendly MURDER COURT CIRCLE operative (excluding OVERLORD) is incapacitated and is visible to and within 6" of a friendly MURDER COURT OVERLORD OVERLORD operative, you may use this rule. If you do, roll a D6: on a 4+, that friendly operative isn’t incapacitated, has D3+1 wounds remaining, and cannot be incapacitated for the remainder of the action. You cannot use this rule again for the battle after you roll a 4+; you cannot use this rule if that friendly OVERLORD operative is incapacitated, or if it’s a Shoot action and that friendly OVERLORD operative would be a primary or secondary target.


Mindshackle Scarabs:
Once per turning point, a friendly MURDER COURT CIRCLE operative can use the following unique action:

Mindshackle Scarab (1AP):

  • Select one enemy operative visible to and within 6” of this operative. Roll one D6: on a 1-3, nothing happens; on a 4-5, subtract 1 from that operative’s APL stat (to a maximum of 1 APL); on a 6, that enemy operative gains one of your Mindshackle tokens. Whenever an operative that has one of your Mindshackle tokens begins its activation, it must perform either a Fight or Shoot action against your opponent’s nearest friendly operative. Your opponent removes that operative’s Mindshackle token at the end of its activation. Each enemy operative can gain a Mindshackle token once per battle.
  • This operative cannot perform this action while within control range of an enemy operative.

Ploys

Firefight - Soulless Reapers:
Use this firefight ploy when a friendly MURDER COURT CIRCLE operative with one of your Annihilation Protocol tokens incapacitates an enemy operative during its activation. That friendly operative immediately regains 2D3 lost wounds. Note that each friendly operative can only benefit from this firefight ploy once per battle.


Firefight - Transdimensional Escape:
Use this firefight ploy at the start of a friendly MURDER COURT CIRCLE operative’s activation (excluding OVERLORD). That friendly operative is immediately removed from the killzone, and its activation immediately ends. As a STRATEGIC GAMBIT in the next turning point, place this operative back in the killzone wholly within your drop zone and not within control range of enemy operatives. You cannot use this firefight ploy in the fourth turning point.


Firefight - Might of The Court:
Use this firefight ploy whenever a friendly MURDER COURT CIRCLE operative who has one of your Annihilation Protocol tokens is fighting or shooting against an enemy operative. You can re-roll any of your attack dice.


Firefight - Gazes of Death:
Use this firefight ploy whenever a HORRIFIED enemy operative is shooting or fighting against another friendly MURDER COURT CIRCLE operative within 5" of it. Roll one D6: on a 4+, that operative cannot perform that action during its activation (no AP is spent). Note that each enemy operative can only benefit from this firefight ploy once per battle.


Strategic - We Will Come We Will Feast:
Whenever a friendly MURDER COURT CIRCLE operative has one of your Annihilation Protocol tokens, ignore any changes to its Move stat made from being injured. Additionally, whenever a friendly MURDER COURT CIRCLE operative performs a Charge action, it can add 1" to its Move stat for that Charge movement only.


Strategic - The Court Demands Flesh:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly MURDER COURT CIRCLE operative, if no other enemy operatives are within that friendly operative’s control range, roll one D6. If the result of that roll is 4+, that enemy operative cannot perform that Fall Back action during that activation/counteraction (no AP are spent on it). Enemy operatives can perform the free Fall Back action from being HORRIFIED even with this strategy ploy in effect. However, that HORRIFIED operative immediately takes D3 damage after that action.


Strategic - Empowered Flaying:
Whenever a friendly MURDER COURT CIRCLE operative has one of your Annihilation Protocols tokens, its melee weapons have the Punishing weapon rule.


Strategic - Fear Only Weakens:
Whenever a HORRIFIED operative is shooting a friendly MURDER COURT CIRCLE operative, you can re-roll one of your defence dice. Additionally, while HORRIFIED, that operative is treated as injured for the purposes of movement and attacking during its activation.


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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.