Murder Court Circle

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.

Faction Rules: Annihilation Protocols & The Courts of Death (see in operative datacards)

80% positive
Composition

A MURDER COURT CIRCLE kill team is composed of:

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

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

4 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:
Whenever a friendly MURDER COURT CIRCLE operative is fighting or retaliating within control range of the closest visible enemy operative, add the Balanced weapon rule to its melee weapons. Whenever a friendly MURDER COURT CIRCLE operative performs the Shoot action against the nearest visible enemy operative, add the Accurate 1 weapon rule to its ranged weapons. Additionally, each friendly MURDER COURT CIRCLE operative can perform the Fight action twice during their activations, and can counteract regardless of its order.

The Courts of Death:
At the end of the Select Operatives step, select one COURT OF DEATH for your kill team until the end of the battle.

Court of the Flesh Hunger

STRATEGIC GAMBIT. Select one friendly FLAYED ONE operative to immediately perform a free Charge or Reposition action towards the closest enemy operative.

Court of the Soulless Reaper

Whenever a friendly DESTROYER CULT operative incapacitates an enemy operative, it regains up to D3 lost wounds, or 2D3 if that enemy operative had a Wounds stat of 12 or more.

Court of the Awakened Phalanx

Whenever a friendly LYCHGUARD or TRIARCH PRAETORIAN operative is within 6" of a friendly OVERLORD operative, its weapons have the Severe weapon rule.

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 (Lethal 5+)
5
3+
4/5
Staff of light (melee) (Rending)
4
4+
3/5
Voidscythe (Lethal 5+, Rending)
4
3+
5/7
Abilities
Annihilation ProtocolsImplacable Resilience1AP: My Will Be DoneThe Courts of Death

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 (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 a 1AP action for free; it cannot move more than 2" during that action.

  • This operative cannot perform this action while within control range of an enemy operative.
Murder Court Circle, Necron, Leader, Overlord
Hexmark Destroyer
A 3
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 ProtocolsMulti-Threat EliminatorThe Courts of Death

Multi-Threat Eliminator: This operative can perform two Shoot actions during its activation. If it does, one of those actions must be made with its enmitic disintegrator pistols (focused) profile.

Once per turning point, whenever an enemy operative is shooting a friendly MURDER COURT CIRCLE operative within 8" of this operative, keep track of each attack dice that’s discarded as a fail. After that action, before incapacitated operatives are removed (including this one, if relevant), this operative can perform a free Shoot action (you can change its order to Engage to do so), but it can only target that player operative with its enmitic disintegrator pistols (focused), and you can only roll a number of attack dice equal to the opponent’s discarded attack dice plus one (to a maximum of four).

Murder Court Circle, Necron, Destroyer Cult, Hexmark Destroyer
Lychguard
A 3
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 ProtocolThe Courts of Death

*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 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Particle caster (Rng 8", Dev1)
4
3+
4/3
Rod of covenant (ranged) (Rng 8", Piercing 1)
4
3+
4/5
Rod of covenant (melee) (Brutal, Shock)
4
3+
5/6
Voidblade (Rending)
4
3+
4/5
Abilities
Annihilation ProtocolsGravity Displacement PackThe Courts of Death

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.

Murder Court Circle, Necron, Triarch Praetorian
Ophydian Destroyer
A 3
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Ophydian hyperphase weapons (Lethal 5+)
5
3+
4/6
Abilities
Annihilation ProtocolsHulking MonsterThe Courts of Death1AP: Tunneling Horror

Tunneling Horror (1AP): - Place your Tunnel marker within control range of this operative, remove this operative from the killzone, and its activation immediately ends. Once per turning point, after an enemy operative performs an action in which it moves more than 2" and ends within 2" of your Tunnel marker, you can interrupt that enemy operative’s activation/counteraction to place this operative within control range of that enemy operative and immediately perform a free Fight action against that enemy operative. If this operative is still burrowed at the start of its next activation, you must place this operative back on the killzone within 7" of your Tunnel marker and not within control range of enemy operatives.

  • This operative cannot be placed onto Vantage terrain, and cannot perform this action while within control range of an enemy operative.
Murder Court Circle, Necron, Destroyer Cult, Ophydian Destroyer
Skorpekh Destroyer
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Skorpekh hyperphase weapons (Lethal 5+, *Whirling Onslaught)
4
3+
4/6
Abilities
*Whirling OnslaughtAnnihilation ProtocolsHulking MonsterThe Courts of Death

*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
Flayed One
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer claws (Rending)
4
3+
4/5
Abilities
Annihilation ProtocolsHorrifying FlayingSkulking KillerThe Court of Death

Horrifying Flaying: Once per turning point, whenever this operative incapacitates an enemy operative while fighting or retaliating, select another enemy operative visible to and within 3" of this operative and roll one D6; on a 4+, subtract 1 from that enemy operative’s APL stat until the end of its activation.

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

The Court of Death: At the end of the Select Operatives step, select one COURT OF DEATH for your kill team until the end of the battle.

Court of the Flesh Hunger

STRATEGIC GAMBIT. Select one friendly FLAYED ONE operative to immediately perform a free Charge or Reposition action towards the closest enemy operative.

Court of the Soulless Reaper

Whenever a friendly DESTROYER CULT operative incapacitates an enemy operative, it regains up to D3 lost wounds, or 2D3 if that enemy operative had a Wounds stat of 12 or more.

Court of the Awakened Phalanx

Whenever a friendly LYCHGUARD or TRIARCH PRAETORIAN operative is within 6" of a friendly OVERLORD operative, its weapons have the Severe weapon rule.

Murder Court Circle, Necron, Flayed One
Equipment

Disruption Fields:
Friendly MURDER COURT CIRCLE operatives’ melee weapons have the Shock weapon rule.


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:
Once per turning point, when a friendly MURDER COURT CIRCLE operative (excluding OVERLORD operative) would be incapacitated, if a friendly OVERLORD operative is visible to and within 4" of that friendly operative, you can use this rule, providing neither both operatives are within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, regains D3+1 lost wounds, and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapcitated, or if it’s a Shoot action and the friendly OVERLORD operative would be a primary or secondary target.


Mindshackle Scarabs:
Friendly MURDER COURT CIRCLE operatives (excluding FLAYED ONE operatives) can use the following unique action:

Mindshackle Scarab (2AP):

  • Select one enemy operative visible to and within 3" of this operative. Both players roll one D6 and add their respective operative’s APL stat to the total. If your total is higher than your opponent’s you can resolve this action’s second effect.
  • Until the end of the activation, that enemy operative is a friendly operative (an enemy operative for your opponent), you can change its order, and it can immediately perform one free action. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move the operative to). You can resolve this action’s second effect once per battle.
  • This operative cannot perform this action while within control range of an enemy operative, unless the only enemy operative it’s within control range of is selected for this action.

Ploys

Firefight - Recalibrated Shooting:
Use this firefight ploy after rolling your attack dice for a friendly MURDER COURT CIRCLE operative that performs the Shoot action. If you rolled two or more failures, you can re-roll any of your attack dice.


Firefight - Transdimensional Hunters:
Use this firefight ploy during a friendly MURDER COURT CIRCLE operative’s activation, when it performs an action in which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed.


Firefight - Might of the Court:
Use this firefight ploy when an enemy operative is performing the Fight action and selects a friendly MURDER COURT CIRCLE operative to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).


Firefight - Adaptive Necrodermis:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly MURDER COURT CIRCLE operative. That attack dice inflicts 1 damage instead.


Strategic - We Will Come We Will Feast:
You can ignore any changes to the stats of friendly MURDER COURT CIRCLE operatives from being injured (including their weapons’ stats).


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, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).


Strategic - Empowered Flaying:
Whenever a friendly MURDER COURT CIRCLE operative performs the Fight action against the nearest enemy operative, replace the Balanced weapon rule with the Ceaseless weapon rule on its melee weapons.


Strategic - Augmented Nanoscopes:
Whenever a friendly MURDER COURT CIRCLE operative performs the Shoot action against the nearest enemy operative, replace the Accurate 1 weapon rule with the Accurate 2 weapon rule on its ranged weapons.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.