Necron Dynasty

Homebrew by TruckDriggle

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Common Abilities and Options

Available Equipment:
- Starfire Core

  • Tesla Weave
  • Mindshackle Scarabs
  • Hyperphase Blade
  • Devourer Nanoscarabs

Steadfast:
Whenever determining control of a marker, you can treat this operative’s APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.

Annihilation Protocol:
This operative gains the accurate 1 and saturate weapon rules when targeting the closest visible target (note that this target does not have to be valid but cannot be targeted unless the correct rules are satisfied).

Hard-Wired for Destruction (2 AP):
This operatives weapons gain the seek weapon rule against enemy operatives within control range of an objective.

Insanity's Ire:
Whenever this operative is performing a mission or pickup/put down marker action, treat the cost as 1 additional AP.

Destruction Protocol:
This operative gains the balanced weapon rule on a turn in which they end a valid charge move against the closest visible enemy operative.

Whirling Onslaught (2 AP):
This operative may perform a charge action immediately after it has performed a dash action.

*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 LEADER operative within this operative’s control range as a valid target.

CORE
A 0
M 0"
S 1+
W 1
Weapons
ATK
HIT
DMG
None
4
4+
3/4
Abilities
Command ProtocolsLiving MetalReanimation Protocols
Options
RELENTLESS ONSLAUGHT (Strategy Ploy)UNDYING ANDROIDS (Strategy Ploy)REANIMATED FUNCTION (Tactical Ploy)COMMENCE REANIMATION (Tactical Ploy)

Command Protocols: Kill Teams without LEADER operatives are not considered Routed only for the Command Phase and Conquer Phase.

Living Metal: In the Ready step of each Strategy phase, after resolving all other rules in this step (e.g. Reanimation Protocols faction rule), each friendly NECRON operative regains 2 lost wounds.

Reanimation Protocols: 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

  • In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one 1D6: 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.

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 the control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead).
  • It has 1 Wound remaining.
  • It has an order of your choice and is ready.
  • Remove that Reanimation marker.

RELENTLESS ONSLAUGHT (Strategy Ploy): Whenever a friendly NECRON operative is shooting an operative within 8” of it, that friendly operative’s ranged weapons have the Balanced weapon rule.

UNDYING ANDROIDS (Strategy Ploy): Whenever an operative is shooting a friendly NECRON operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.

REANIMATED FUNCTION (Tactical Ploy): Use this tactical ploy when determining control of a marker. Select one of your Reanimation markers. Until the start of the next turning point, whenever determining control of a marker, treat that Reanimation marker as a friendly NECRON operative that has an APL stat of 1.

COMMENCE REANIMATION (Tactical Ploy): Use this Tactical Ploy when a friendly HIEROTEK CIRCLE operative is incapacitated for the first time during the battle. That operative attempts reanimation.

32
Technomanccer
A 3
M 4"
S 4+
W 14
Weapons
ATK
HIT
DMG
Staff Of Light (Rnd, Magnify)
4
4+
3/4
Staff Of Light (Rnd)
4
4+
3/4
Abilities
Augment Weapon (1 AP)Canoptek Repair (1 AP)Interstitial Command (1 AP)MagnifyReinforce Metal (1 AP)

Augment Weapon (1 AP): SUPPORT Select one friendly NECRON operative visible to and within 6" of this operative. Until the start of this operative's next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), select two of the following weapon rules for one weapon from that selected operative's datacard to have:

  • Lethal 5+

  • Rending

  • Saturate

  • Severe

Note that if you select a staff of light or arcane conduit, you only select the additional weapon rules for either the ranged or melee profile of that weapon. This operative cannot perform this action while within control range of an enemy operative.

Canoptek Repair (1 AP): SUPPORT Select one friendly NECRON operative visible to and within 6" of this operative to regain up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly operative has already performed this action during this turning point.

Interstitial Command (1 AP): SUPPORT Select one other friendly NECRON operative (excluding CRYPTEK) visible to and within 6" of this operative, or within 6" of a friendly LEADER operative that is visible to this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than or be removed and set up more than 2" during that action, perform an action it has 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, or while counteracting.

Magnify: Whenever this operative is performing the Shoot action with this weapon, if the target is visible to this operative, and another friendly CRYPTEK operative that has an Engage order and isn't within control range of enemy operatives is visible to this operative, you can use this rule. If you do, treat that operative as the active operative for the purposes of determining a valid target, cover, and obscured. If you do, this weapon has the Ceaseless weapon rule until the end of that action.

Reinforce Metal (1 AP): SUPPORT Select one friendly NECRON operative visible to and within 6" of this operative. Until the start of this operative's next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an attack dice inflicts damage of 3 or more on that operative, subtract 1 from that inflicted damage.

This operative cannot perform this action while within control range of an enemy operative.

32TECHNOMANCER, NECRON, INFANTRY, LEADER, LORD, CRYPTEK
Overlord
A 3
M 4"
S 3+
W 14
Weapons
ATK
HIT
DMG
Tachyon Arrow (Dev 3, Hvy(Dash), Lim 1, Piercing 2)
4
3+
5/3
Overlord's Blade (Lethal 5+)
4
3+
4/5
Abilities
Resurrection OrbRoyal PresenceStrategise (1 AP)

Resurrection Orb: Once per battle, in the Ready step of the Strategy phase, when you roll a 1-2 for a Reanimation marker visible to and within 6” of this operative, you can use this rule. If you do, treat that roll as a 3+ instead.

Royal Presence: Whenever determining control of a marker, treat this operative’s APL stat as 4. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Strategise (1 AP): You gain 1CP. This operative cannot perform this action while within 3'' of an enemy operative.

32OVERLORD, NECRON, INFANTRY, LEADER, LORD, COMMANDER
Warrior Despotek [20R]
A 2
M 4"
S 4+
W 10
Weapons
ATK
HIT
DMG
Gauss Flayer (Prccrits 1)
4
3+
3/4
Gauss Reaper (Rng 8”, Piercing 1)
4
2+
3/4
Bayonet
4
3+
3/4
Abilities
Available EquipmentPhalanx Cohort
Options
SKULKING KILLER (Strategy Ploy)INTRACTABLE MARCH (Strategy Ploy)UNSTABLE PARTICLES (Strategy Ploy)SOULLESS HUSKS (Strategy Ploy)FROM THE SKIN DIMENSION (Tactical Ploy)THEY SHALL RISE AGAIN (Tactical Ploy)SILVER TIDE (Tactical Ploy)NECRODERMIS SHELL (Tactical Ploy)

Phalanx Cohort: Whenever determining control of a marker, if this operative is visible to and within 3” of another friendly WARRIOR or FLAYED ONE operative, you can treat this and that operative’s APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.

SKULKING KILLER (Strategy Ploy): Until the end of the Turning Point, friendly FLAYED ONE operatives gain the following ability:

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

INTRACTABLE MARCH (Strategy Ploy): Until the end of the Turning Point, while a friendly WARRIOR or FLAYED ONE operative has an Engage order, add 2'' to its Movement characteristic.

UNSTABLE PARTICLES (Strategy Ploy): Until the end of the Turning Point, friendly operatives' Gauss weapons gain the Piercing Crits 2 and Hot keywords.

SOULLESS HUSKS (Strategy Ploy): You can ignore any changes to the stats of friendly WARRIOR or FLAYED ONE operatives from being injured.

FROM THE SKIN DIMENSION (Tactical Ploy): Use this tactical ploy during the Set Up Operatives step if your kill team includes one or more friendly FLAYED ONE operatives. You can only use this ploy once. One friendly FLAYED ONE operative need not be set up. At the end of any turning point after the first, set that operative up wholly within 1” of terrain and more than 6” from enemy operatives, in a location it can be placed. It has an order of your choice.

THEY SHALL RISE AGAIN (Tactical Ploy): Use this tactical ploy when a friendly operative attempts Reanimation. It succeeds on a 2+ instead of a 3+.

SILVER TIDE (Tactical Ploy): Use this Tactical Ploy when a friendly WARRIOR or FLAYED ONE operative is activated. That operative and another WARRIOR or FLAYED ONE operative gain Group Activation

NECRODERMIS SHELL (Tactical Ploy): Use this tactical ploy when an operative is shooting a friendly WARRIOR or FLAYED ONE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

32WARRIOR, NECRON, INFANTRY, LEADER
Immortal Despotek [23R]
A 2
M 4"
S 3+
W 11
Weapons
ATK
HIT
DMG
Gauss Blaster (Piercing 1)
4
3+
4/5
Tesla Carbine (2" Devastating 1)
5
3+
3/3
Bayonet
4
3+
3/4
Abilities
Available EquipmentDemand (0AP)Steadfast
Options
METHODICAL ELIMINATION (Strategy Ploy)COMMAND THE PHALANX (Strategy Ploy)DIMENSIONAL CONCEALMENT (Strategy Ploy)ERADICATION DOCTRINE (Strategy Ploy)LIVING LIGHTNING (Tactical Ploy)DIMENSIONAL AMBUSH (Tactical Ploy)DIMENSIONAL TRANSLOCATION (Tactical Ploy)FEEL NO PAIN (Tactical Ploy)

Demand (0AP): Select one friendly DEATHMARK or IMMORTAL operative Visible to and within 6'' of this operative. Once during this Turning Point, when the selected friendly operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.

METHODICAL ELIMINATION (Strategy Ploy): Friendly IMMORTAL or DEATHMARK operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly IMMORTAL or DEATHMARK operative is fighting during an activation in which it hasn’t moved more than its Move stat, or whenever it’s retaliating, its melee weapons have the Accurate 2 weapon rule instead.

COMMAND THE PHALANX (Strategy Ploy): SUPPORT. Each other friendly IMMORTAL or DEATHMARK operative visible to and within 6" of a friendly LEADER operative can immediately perform a free Dash action in an order of your choice.

DIMENSIONAL CONCEALMENT (Strategy Ploy): Until the end of the Turning Point, friendly DEATHMARK operatives can perform the following action:

  • Dimensional Concealment: Change this operative’s order.

ERADICATION DOCTRINE (Strategy Ploy): Until the end of the Turning Point, each time a friendly IMMORTAL operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation.

LIVING LIGHTNING (Tactical Ploy): Use this tactical ploy when a friendly IMMORTAL operative is performing the Shoot action and you select a tesla carbine. Until the end of that action, that weapon doesn’t have the 2" from its Devastating weapon rule but has the Blast 2" weapon rule.

DIMENSIONAL AMBUSH (Tactical Ploy): Use this tactical ploy during a friendly HIEROTEK CIRCLE DEATHMARK operative’s activation, if it has a Conceal order. During that activation, that operative can perform the Guard action regardless of the killzone and while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage.

DIMENSIONAL TRANSLOCATION (Tactical Ploy): Use this Tactical Ploy in the Set Up Operatives step, when you would set up operatives. Select one friendly DEATHMARK operative to be set up in a hyperspace dimension instead. In the Firefight phase of the first Turning Point, that operative is considered to be within the killzone for activation purposes and must be activated as normal. When it is, set it up with an order of your choice anywhere in the killzone that is more than 6'' from the enemy drop zone and enemy operatives. That operative is treated as having performed a Normal Move action (subtract action points accordingly), then continue its activation as normal. You can only use this Tactical Ploy once.

FEEL NO PAIN (Tactical Ploy): Use this tactical ploy when a friendly IMMORTAL or DEATHMARK operative is selected as the valid target of a shoot action or to fight against during the Fight action. Each time that operative would lose a wound, roll one D6: on a 5+, that wound is not lost.

32IMMORTAL, NECRON, INFANTRY, LEADER
Lokhust Destroyer Despotek [35R]
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Gauss Weapon (Torrent 1", Piercing 1)
4
3+
3/4
Armoured Bulk
3
4+
2/4
Abilities
Annihilation ProtocolAvailable EquipmentHard-Wired for Destruction (2 AP)Insanity's Ire
Options
INSTINCTIVE PRECISION (Strategy Ploy)DEATH'S MARK (Strategy Ploy)PREDATOR AUTOMATONS (Strategy Ploy)MADNESS CONSUMES US (Strategy Ploy)HYPER FIXATION (Tactical Ploy)RECALIBRATED SHOOTING (Tactical Ploy)INTERNALISED HATRED (Tactical Ploy)THE SPOOR OF FRAILTY (Tactical Ploy)

INSTINCTIVE PRECISION (Strategy Ploy): Until the end of the turning point, Friendly LOKHUST DESTROYER or HEAVY DESTROYER operatives replace Accurate 1 with Accurate 2 for the Annihilation Protocol rule.

DEATH'S MARK (Strategy Ploy): Select up to 2 enemy operatives at the end of this turning point that are within engagement range of one or more friendly LOKHUST DESTROYER or HEAVY DESTROYER, until the end of their next activation. treat their apl as 1 less.

PREDATOR AUTOMATONS (Strategy Ploy): Whenever a friendly LOKHUST DESTROYER or HEAVY DESTROYER operative performs the Shoot action, you can use this rule. If you do, until the end of that action, that friendly operative’s ranged weapons have the Range 6” and Seek Light weapon rules.

MADNESS CONSUMES US (Strategy Ploy): Until the end of the turning point, when a friendly LOKHUST DESTROYER or HEAVY DESTROYER operative performs the Shoot action and you are selecting a valid target, having other friendly NECRON operatives within an enemy operative's control range does not prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack die as a fail, inflict damage equal to the die result on one friendly operative of your choice within control range of the target.

HYPER FIXATION (Tactical Ploy): When a friendly LOKHUST DESTROYER or HEAVY DESTROYER operative performs a mission or a pickup/put-down marker action, ignore the Insanity's Ire rule regarding AP cost.

This operative cannot perform this action if they have already performed the fallback action this turn.

RECALIBRATED SHOOTING (Tactical Ploy): Use this Tactical Ploy during a friendly LOKHUST DESTROYER or HEAVY DESTROYER operative's activation, after it fights in combat or makes a shooting attack. If the target did not lose any wounds as a result of that combat or shooting attack, repeat that combat or shooting attack

INTERNALISED HATRED (Tactical Ploy): When a friendly operative is incapacitated by an enemy operative as a result of a shooting attack. treat that enemy operative as the closest visible target for one friendly LOKHUST DESTROYER or HEAVY DESTROYER operative this turning point when performing the shoot action/counteraction

THE SPOOR OF FRAILTY (Tactical Ploy): Use this ploy when a friendly operative with the LOKHUST DESTROYER or HEAVY DESTROYER keyword is targeting a valid enemy operative. treat that operative as the closest visible target for the Annihilation Protocol for this friendly operative if the target has a higher total wounds characteristic than the current closest visible target.

32LOKHUST DESTROYER, DESTROYER, ELITE, NECRON, LEADER
Skorpekh Destroyer Despotek [35R]
A 3
M 5"
S 3+
W 16
Weapons
ATK
HIT
DMG
Twin Phase Blades
4
3+
3/5
Reaper Phase Blade (Brutal)
3
4+
5/6
Abilities
Available EquipmentDestruction ProtocolInsanity's IreWhirling Onslaught (2 AP)
Options
BLIND RAGE (Strategy Ploy)THE COURT DEMANDS FLESH (Strategy Ploy)AVALANCHE OF METAL (Strategy Ploy)HATRED FOR LIFE (Strategy Ploy)TRANSDIMENSIONAL HUNTERS (Tactical Ploy)ADAPTIVE NECRODERMIS (Tactical Ploy)COURT OF MURDER (Tactical Ploy)CONFUSING MADNESS (Tactical Ploy)

BLIND RAGE (Strategy Ploy): Until the end of the turning point, Friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER operatives replace balanced with ceaseless for the faction rule.

THE COURT DEMANDS FLESH (Strategy Ploy): Whenever an enemy operative would perform the Fall Back action while within control range of a friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER 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).

AVALANCHE OF METAL (Strategy Ploy): Whenever a friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.

HATRED FOR LIFE (Strategy Ploy): Whenever a friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER operative is fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.

TRANSDIMENSIONAL HUNTERS (Tactical Ploy): Use this tactical ploy during a friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER 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.

ADAPTIVE NECRODERMIS (Tactical Ploy): Use this tactical ploy when an attack dice inflicts Normal Dmg on a friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER operative. That attack dice inflicts 1 damage instead.

COURT OF MURDER (Tactical Ploy): Use this tactical ploy after a friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER operative incapacitates an enemy operative whin its control range. That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3") even if it has performed an action that prevents it from performing the Charge or Dash action.

CONFUSING MADNESS (Tactical Ploy): Use this tactical ploy when your opponent would activate an enemy operative that is visible to a friendly SKORPEKH DESTROYER or OPHIDIAN DESTROYER operative. Roll one D6; if the result is higher than that enemy operative's APL stat, your opponent cannot activate it during this activation; if the result is less than or equal to that enemy operative's APL stat, this ploy is not used, the CP spent on it is refunded and you cannot use this ploy again during this turning point. If there are no other enemy operatives eligible to be activated, this ploy has no effect.

32SKORPEKH DESTROYER, DESTROYER, ELITE, NECRON, LEADER
Lychguard Warden [25R]
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Hyperphase Sword & Dispersion Shield (Lethal 5+, *Shield)
4
3+
4/6
Warscythe (Lethal 5+)
4
3+
5/7
Abilities
*ShieldAvailable EquipmentGuardian Protocol
Options
VETERANS OF THE WAR IN HEAVEN (Strategy Ploy)UNRELENTING ASSAULT (Strategy Ploy)ARTIFICE OF AEONS (Strategy Ploy)GUARDIAN PROTOCOL (Strategy Ploy)LEECH POWER (Tactical Ploy)SUBSERVIENCE PROTOCOL (Tactical Ploy)TERRITORIAL OBSESSION (Tactical Ploy)ENGRAMMATIC OVERRIDE (Tactical Ploy)

VETERANS OF THE WAR IN HEAVEN (Strategy Ploy): Until the end of the Turning Point, each time Critical Damage would be inflicted upon a friendly LYCHGUARD or PRAETORIAN operative from an attack dice, you can choose for that attack dice to inflict Normal Damage instead.

UNRELENTING ASSAULT (Strategy Ploy): Whenever a friendly LYCHGUARD or PRAETORIAN operative is fighting during an activation in which it performed the charge action, its melee weapons have the Ceaseless weapon rule.

ARTIFICE OF AEONS (Strategy Ploy): Whenever an enemy operative is shooting a friendly LYCHGUARD or PRAETORIAN operative who is within range of an objective marker or a mission marker, you may re-roll one of your defense dice.

GUARDIAN PROTOCOL (Strategy Ploy): Until the end of the turning point, whenever a friendly LYCHGUARD or PRAETORIAN operative is retaliating within 6" of a LEADER operative, you resolve the first attack dice. (i.e. defender instead of attacker)

LEECH POWER (Tactical Ploy): Use this Tactical Ploy when a friendly LEADER operative is activated. Select one friendly WARRIOR operative within 2'' of that LEADER operative. If that other friendly operative’s APL is not negatively modified (in total after applying all modifiers), subtract 1 from its APL and add 1 to that LEADER operative’s APL.

SUBSERVIENCE PROTOCOL (Tactical Ploy): Use this tactical ploy during a friendly LYCHGUARD or PRAETORIAN operative’s activation. Until the end of that activation, that operative can perform a free shoot or fight action if the selected target is within range of an objective marker or one of your mission markers. It may not use this ploy when counteracting.

TERRITORIAL OBSESSION (Tactical Ploy): Use this tactical ploy when activating a friendly LYCHGUARD or PRAETORIAN operative. Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

ENGRAMMATIC OVERRIDE (Tactical Ploy): Use this tactical ploy when a friendly LYCHGUARD or PRAETORIAN operative is incapacitated while fighting or retaliating. You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.

32LYCHGUARD, NECRON, ELITE, LEADER
Warrior [15R]
A 2
M 4"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prccrits 1)
4
4+
3/4
Gauss Reaper (Rng 8”, Piercing 1)
4
3+
3/4
Bayonet
4
3+
3/4
Abilities
Available Equipment
32WARRIOR, NECRON, INFANTRY
Flayed One [15R]
A 2
M 4"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bayonet (Ceaseless, Rending)
5
3+
4/5
Abilities
Available EquipmentFlesh Hunger

Flesh Hunger: The first time during each of this operative’s activations that it incapacitates an enemy operative during the Fight action, it regains up to D3+1 lost wounds.

32FLAYED ONE, NECRON, INFANTRY
Immortal [18R]
A 2
M 4"
S 3+
W 10
Weapons
ATK
HIT
DMG
Gauss Blaster (Piercing 1)
4
3+
4/5
Tesla Carbine (2" Devastating 1)
5
3+
3/3
Bayonet
4
3+
3/4
Abilities
Available EquipmentSteadfast
32IMMORTAL, NECRON, INFANTRY
Deathmark [18R]
A 2
M 4"
S 3+
W 10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Devastating 2, Heavy (Dash only), Piercing 1, Severe)
4
2+
4/3
Fists
3
3+
3/4
Abilities
Available EquipmentDeathmarked

Deathmarked: Whenever this operative ends the Shoot action, the target gains one of your DEATHMARKed tokens if it wasn’t incapacitated (the primary target, if relevant). Whenever a friendly DEATHMARK operative is shooting an enemy operative that has one of your Deathmarked tokens, that friendly operative’s ranged weapons have the Seek weapon rule.

32DEATHMARK, NECRON, INFANTRY
Lokhust Destroyer [30R]
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Gauss Cannon (Torrent 1", Piercing 1)
3
3+
3/4
Armoured Bulk
3
4+
2/4
Abilities
Annihilation ProtocolAvailable EquipmentHard-Wired for Destruction (2 AP)Insanity's Ire
32LOKHUST DESTROYER, DESTROYER, ELITE, NECRON
Skorpekh Destroyer [30R]
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Twin Phase Blades
4
3+
3/5
Reaper Phase Blade (Brutal)
3
4+
5/6
Abilities
Available EquipmentDestruction ProtocolInsanity's IreWhirling Onslaught (2 AP)
32SKORPEKH DESTROYER, DESTROYER, ELITE, NECRON
Ophidian Destroyer [30R]
A 3
M 8"
S 4+
W 12
Weapons
ATK
HIT
DMG
Twin Phade Blades
4
3+
3/5
Abilities
Available EquipmentDestruction ProtocolInsanity's IreTunnelling Horror (2 AP)

Tunnelling Horror (2 AP): When this operative is selected to perform a dash or reposition action, instead. remove it from the kill zone and place it back within 8" of its previous possition.

32OPHIDIAN DESTROYER, DESTROYER, ELITE, NECRON
Lychguard [20R]
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
*ShieldAvailable EquipmentGuardian Protocol
32LYCHGUARD, NECRON, ELITE
Triarch Praetorian [20R]
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Rod Of Covenant (Rng 8", Piercing 1)
4
3+
4/5
Particle Caster (Rng 8", Dev1)
4
3+
4/3
Rod Of Covenant (Brutal, Shock)
4
3+
5/6
Voidblade (Rending)
4
3+
4/5
Abilities
Available EquipmentGravity Displacement Pack

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.

32PRAETORIAN, NECRON, ELITE
Scarabs [12R]
A 2
M 7"
S 6+
W 12
Weapons
ATK
HIT
DMG
Feeder Mandibles (Lethal 5+)
5
4+
1/2
Abilities
Chittering SwarmMindless Construct

Chittering Swarm: While this operative is within the control range of an enemy operative, whenever determining control of a marker, treat that enemy operative's APL stat as 1 lower. (Note this is not a change to its APL stat, so any changes are cumulative with this.)

Mindless Construct: In the Firefight Phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition, and Shoot, or use any weapons that are not on its data card.

32SCARABS, NECRON, SUPPORT
[12R]
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Spark (Rng 4", Prc1)
4
4+
2/3
Atomiser Beam (Rng 6", Lethal 5+)
4
4+
3/4
Claws
3
5+
1/2
Abilities
Available EquipmentScutter

Scutter: - Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

  • This operative can perform the Fall Back action for 1 less AP.
  • This operative cannot use any weapons that aren’t on its datacard, or perform unique actions other than Accelerate and Reanimate.
32PLASMACYTE, NECRON, SUPPORT
Equipment

Starfire Core [2R]:
Select one gauss flayer, gauss reaper or gauss blaster the operative is equipped with. That weapon gains the following special rule for the battle:

  • Starfire Core: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, you can retain one of your failed hits as a successful normal hit.

Arcshock Projector [1R]:
Operative equipped with a tesla carbine only. The operative gains the following ability for the battle:

Arcshock Projector: Each time this operative makes a shooting attack with a tesla carbine, for that shooting attack, for the purposes of the Splash X critical hit rule, inflict mortal wounds on the target and each other operative Visible to and within 3'' of it (instead of 2'').


Phase Oculars [2R]:
The operative can perform the following action during the battle:

  • Phase Oculars (0 AP): Select one enemy operative. Until the end of the Turning Point, each time this operative makes a shooting attack with a synaptic disintegrator against that enemy operative, at the end of the Roll Attack Dice step of that shooting attack, if you did not retain any critical hits, you can change one of your retained successful normal hits to a critical hit instead (resolving the Devastating X critical hit rule accordingly).

Mindshackle Scarabs [3R]:
This operative can perform the following action during the battle:

  • Mindshackle (1 AP): elect one enemy operative within 3'' of and Visible to this operative and roll one D6. If the result is higher than that enemy operative’s APL characteristic, subtract 1 from its APL. If the result is more than double that enemy operative’s APL characteristic, you can immediately perform a free Shoot or Fight action with that enemy operative as if it was a friendly operative. This operative can only perform this action once.

Quantum Reanimytes [3R]:
The operative gains the following ability for the battle:

  • Quantum Reanimytes: While a friendly HIEROTEK CIRCLE operative is within 3'' of this operative, each time that operative would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Sempiternal Weave [3R]:
The operative has a Save characteristic of 2+.


Experimental Weapons [2R]:
When performing the shoot action with freindly RANGED operatives ranged weapons. you may choose to increase the normal and critical damage by one and those profiles gain the HOT keyword for this action. Treat this as a new seperate profile as an aditional ranged weapon. it performs the same however the operative may chose to use their original profile.


Tesla Weave [2R]:
The operative gains the following ability for the battle:

  • Tesla Weave: Each time an enemy operative finishes a Charge action within Engagement Range of this operative, roll three D6. For each result of 5+, that enemy operative suffers 1 mortal wound.

Hyperphase Blade [2R]:
Select one bayonet the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.


Reanimator [0R]:
The operative can perform the following action during the battle:

  • Reanimate (1/2 AP): Select one of your Reanimation markers visible to and within 6" of this operative. Roll one D6: on a 3+, a friendly operative is REANIMATED; if you spent 1 additional AP, a friendly operative is automatically REANIMATED (you don’t need to roll one D6). An operative that’s REANIMATED from this unique action is set up expended if it was already expended during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Disruption Fields [2R]:
Operatives’ melee weapons have the Shock weapon rule.


Devourer Nanoscarabs [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Devourer Nanoscarabs43+3/4Lim, Sat, Lethal 5+, Rng 6''

Accelerator [0R]:
The operative can perform the following action during the battle:

  • Accelerate: (1 AP): Select one friendly operative ( Excluding LORD operatives) visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

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.


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.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

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

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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