Juicedtadpole's Homebrew Team

Homebrew by Juicedtadpole

Rules: Necrons heal 1d3 wounds on each activation, except Scarabs, this does not happen if they are within 2 inches of an enemy operative

Necrons may choose a protocol at the start of each turning point: Eternal March: Gain 1" move and 1APL for contesting on objectives Eternal Onslaught: Shooting and fighting deal 1 extra damage after damage has been resolved

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Composition

Orikan Warden 5 warriors

Choose 2 or 3 or vice versa sharpshooters or warriors and choose an option for each operative

Common Abilities and Options

Chronomantic reversal (1AP):
Select a friendly Warrior within 6". Restore it to the wound total it had at the beginning of the current turning point, provided it is still alive.

Handler:
1 AP to spawn a scarab

Orikan the Diviner
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Staff of tomorrow
4
3+
4/6
Abilities
1AP: Chronomantic reversal1AP: Chronomantic reversalTemporal prediction

Chronomantic reversal (1AP): Select a friendly Warrior within 6". Restore it to the wound total it had at the beginning of the current turning point, provided it is still alive.

Temporal prediction: Once per turning point, after a friendly Warrior within 6" rolls attack or defence dice, Orikan can allow it to reroll up to two dice.

40
Royal warden
A 2
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Gauss cannon
Heavy (Heavy (dash) Dev 1, Severe, Piercing 2)
4
2+
3/4
Default (Piercing 1)
4
2+
3/4
Bayonet
4
3+
3/4
Abilities
1AP: Royal command

Royal command (1AP): 1 Friendly Necron within 6" gains 1APL on its next turn and may perform the fall back action for free

32
Necron Warrior
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Gauss Reaper (Range 12")
4
3+
4/5
Bayonet
4
3+
3/4
Options
VanguardSentinelHandlerImmortal

Vanguard: 7" move

Sentinel: -1 damage from 1 attack when shot

Immortal: If this operative would be incapacitated roll a d6 on a 6 they live on 1 wound

32
Necron Sharpshooter
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Gauss flayer (Piercing)
5
3+
3/3
Bayonet
4
3+
3/4
Options
MarksmenGuardianTank busterHandler

Marksmen: Dev 1, Severe

Guardian: Save 2+

Tank buster: 1AP gain dev 2 and Severe

32
Canoptek scarab
A 2
M 10"
S 4+
W 5
Weapons
ATK
HIT
DMG
Bite
4
3+
2/3
32Expendable
Equipment

Necrodermis:
If a Necron operative other than a Scarab is on 2 or fewer wounds, they can only be incapacitated by a critical wound


Canoptek Scarabs:
2Ap spawn a scarab


Gauss charge:
All of the Necrons ' Gauss weapons are unaffected by being injured


Heavy bayonets:
Severe melee


Ploys

Strategic - Lethal range:
Any shooting actions over 8" gain lethal 5


Strategic - Eternal conquest:
While contesting an objective Necrons (not Scarabs) may reroll 1 save when being shot at and may roll and extra die when fighting


Strategic - Relentless advance:
Whenever a friendly Necron Warrior performs a Reposition action, it can move an additional 1".


Strategic - Canoptek Scarabs:
Deploy one Scarab Swarm within 3" of Orikan the Diviner or a Handler, outside enemy control range.


Firefight - Reanimation protocol:
Roll one D6. On a 5+, place a Reanimation token where that Necron was incapacitated. At the beginning of the next turning point, if no enemy operative is within 2" of the token, return that Necron within 1" of the token with 4 wounds remaining.

Each Warrior can only successfully reanimate once per battle.


Firefight - Chronomantic Intervention:
When: A friendly Necron operative within 6" of Orikan is selected as the target of a Shoot action.

Effect: The friendly operative may ignore 1 normal hit damage


Firefight - Overcharge:
When a friendly Necron operative performs the shoot action, they may roll one extra hit, they then take D3 damage


Firefight - Vengeful constructs:
When a friendly Necron operative is incapacitated, you may place a canoptek scarab where they were incapacitated


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.