KTA: Necrons

Homebrew by Belluomini

Kill Team: Armageddon

A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.


Core Game Setup

  • Play Area: Played on scaled down 40K board around 48"x36"
  • Activations: Teams are structured around target of 15 activations per side
  • Deployment: Players alternate deployment in thirds like standard kill team
  • Team Rule: Each team has a unique team rule special to that faction
  • Initiative: Rolled at the start of the game and at the beginning of every new turning point.
  • Command Point Economy:
    • The player who wins initiative receives 4 CP.
    • The player who loses initiative receives 5 CP
    • CP are spent on stratagems

Rules & Modifications

1. Squad Activations

Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.

2. Control Zones

Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty

3. To Keep Pace - Synchronized rollouts

When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing

4. To Keep Pace - Double activations

To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.

5. Unit Hierarchy

Units are labeled as Boss, leader, standard unit and vehicle.

6. Equipment

Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.


When Attacking

1. Ranged attacks

Unless blast, attack only one model. Excess damage does not spill over to rest of squad.

2. Melee attacks

Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.

3. Split Fire

You can target different enemies during the same activations in situations like Bolter discipline and different squad members

4. Cover and Height

While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.


To Victory!

  • Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
  • Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
  • Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
  • Kill Op (Bonus VPs):
    • Leader Kills: +1 VP
    • Boss Kills: +2 VP
    • Total Team Wipe: +5 VP
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Composition

Necrons Roster (v1)

Army Overview

  • Total Models: 22
  • Total Activations: 15
  • Composition: 4 Leaders, 17 Standard Units, 1 Vehicle

Leaders (4 Units / 4 Activations)

  • Necron Overlord
  • Lokhust Heavy Destroyer
  • Technomancer
  • Royal Warden

Standard Units (17 Units / 10 Activations)

  • 4 Necron Warrior Squads: 2 per squad
  • 1 Deathmark Squad: 2 per squad
  • 3 Skorpekh Destroyers: Solo activations
  • 1 Scarab Squad: 3 per squad
  • 1 Plasmacyte

Vehicles (1 Unit / 1 Activation)

  • 1 Canoptek Doomstalker

Team Rule

  • Reanimation Protocols Whenever a necron unit (overlord/doomstalker excluded) is reduced to 0 wounds, the unit is knocked onto its side and left on the board. At beginning of next turning point, a single D6 dice is rolled for every knocked model.
  • on 1, 2, or 3, the model is removed from the board
  • on 4 or 5, the model is reanimated with 6 health
  • on 6, the model is reanimated with 8 health





Necron Stratagems

Universal Stratagems - 1CP

  • Command Reroll: Reroll 1 dice
  • Tank Shock: If vehicle moves into an enemy unit and engages in melee, deal 4 damage
  • Rapid Ingress: D6 inches for extra movement of any unit

Team Stratagems - 1CP

  • Hyperphase Overcharge: When any Necron unit initiates a melee attack, their blades overcharge with energy. Add +1 to all rolled melee dice for this activation only.
  • Gauss Disintegration: Overcharge a standard units ranged attack, making it armor piercing 1.

Team Stratagems - 2CP

  • Protocol of the Undying: Choose one destroyed Necron warrior and roll a reanimation check. Add 2+ wounds and the unit is teleported back into a squad that has taken a casualty.
  • Nanoassembly Protocols: Reduce incoming damage by 50% rounded up
  • Matter Absorption: Heal Necron unit for half of the damage it just dealt

Ultimate Stratagems - 3CP

  • Relentless March: The Silent King issues an order and the Necron line surges forward. Choose any 3 units and advance them forward up to 4" each.
  • Emergency Targeting Subroutine: When an enemy targets a standard Necron unit/squad with a ranged attack, they instantly take a 1" side step, avoiding all ranged damage.
Common Abilities and Options

Living Metal:
Whenever this unit takes damage, roll single D6.

  • On 5, two wounds are restored
  • On 6, four wounds are restored

Annihilation Expert:
Can perform two shoot actions during activation

Deadly Demise:
Upon death, roll D6. On 6, this vehicle explodes dealing D6 damage to every model that is within 4"

Necron Overlord
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Tachyon Arrow (Range 18", Armor Piering 2)
3
2+
7/8
Overlord's Blade (Melee, Stunning)
4
2+
6/8
Abilities
Living MetalUndying Overlord

Undying Overlord: When this unit is killed in battle, he will remain on the board until the end of his activation

32Leader
Royal Warden
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Relic Gauss Blaster
Default (Range 18", Armor Piercing)
4
2+
4/7
Scatter (Range 10", Blast 2")
4
3+
3/5
Bayonet (Melee)
4
3+
3/4
Abilities
Annihilation ExpertLiving Metal
32Leader
Technomancer
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Staff of Light (Range 10", Blast 1")
3
3+
3/4
Staff of Light (Melee)
3
3+
3/5
Abilities
Living Metal1AP: Pariah Nexus1AP: Rite of Reconstitution

Pariah Nexus (1AP): The technomancer sends a friendly unit that is within 5" through the pariah nexus, granting them a free 3" movement in any direction

Rite of Reconstitution (1AP): The Technomancer projects a beam of restorative nanobots

  • Friendly standard unit/squad within 5" is healed D6 + 2
32Leader
Lokhust Heavy Destroyer
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Gauss Destructor (Range 18", Armor Piercing)
4
2+
6/7
Enmitic Exterminator (Range 10")
8
4+
1/3
Pod-Claws (Melee)
3
4+
2/3
Abilities
Annihilation ExpertDeadly DemiseLiving Metal
32Leader
Necron Warrior
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Gauss Flayer (Range 18", Piercing Crits)
4
3+
3/4
Bayonet (Melee)
4
3+
3/4
32Standard Unit
Deathmark
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Range 24", Armor Piercing)
4
2+
3/5
Fists (Melee)
3
4+
3/4
Abilities
Annihilation Expert2AP: Dimensional Translocation

Dimensional Translocation (2AP): Necron elite assassins that can slip into a hyperspace pocket dimension. This unit/squad can teleport anywhere on the battlefield so long as they are more than 6" from any objective or enemy unit.

32Standard Unit
Skorpekh Destroyer
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Hyperphase Blades (Melee)
5
3+
6/8
Abilities
Melee Destroyer

Melee Destroyer: Can perform two fight actions during its activation

32Standard Unit
Scarab Swarm
A 2
M 8"
S 5+
W 6
Weapons
ATK
HIT
DMG
Feeder Mandibles (Melee)
4
4+
2/3
Abilities
Scuttler

Scuttler: When on conceal and in cover, this unit cannot be targeted, regardless of any other rules.

32Standard Unit
Canoptek Plasmacyte
A 2
M 8"
S 4+
W 6
Weapons
ATK
HIT
DMG
Monomolecular Proboscis (Melee)
2
4+
1/2
Abilities
1AP: Energized Madness1AP: Living Fuel-Cell

Energized Madness (1AP): The plasmacyte jabs a nearby friendly unit with raw cosmic energy, providing them with a free movement of up to 2"

Living Fuel-Cell (1AP): The plasmacyte scuttles alongside friendly units. Can grant a single free action of any kind to a standard unit/squad within 5"

32Standard Unit
Canoptek Doomstalker
A 3
M 5"
S 4+
W 24
Weapons
ATK
HIT
DMG
Doomsday Blaster (Range 18", Blast 1")
5
3+
6/8
Twin Gauss Flayer (Range 10", Armor Piercing, Saturate)
5
3+
4/5
Doomstalker Limbs (Melee)
4
4+
4/5
Abilities
Attack SingularityDeadly Demise
Options
Vehicle

Attack Singularity: First attack with any weapon is 1AP. Second attack with any weapon costs 2AP

Vehicle: All vehicle units are always on engage and do not receive cover bonuses

32Vehicle
Equipment
Ploys
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.