Necrons - FALL OF THE AWAKENING ENGINE Boss Fight

Homebrew by D31iriumTrigger

Deep beneath a ruined city lies a damaged but still-functioning Necron Monolith. Its dimensional core has been crippled, preventing full operation, but the ancient war machine continues to defend itself with devastating firepower.

Four dormant power nodes surrounding the battlefield maintain the Monolith's integrity. Your kill team must capture and overload all four nodes before the Monolith completes its awakening cycle.

Meanwhile, the Necrons relentlessly advance to protect their god-machine.


A custom Kill Team boss fight designed around the modern NPO/Joint Ops style using the Necrons. This custom boss battle was designed using the new Nemesis Operatives book.

Designed for 1 - 3 players. (2 regular players & 1 player operating the NPOs).

1 Kill Team Operative - 5 Necron Warriors 2 Kill Team Operatives - 10 Necron Warriors

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Composition

For this fight, you will need the following models:

1 NECRON MONOLITH

5 NECRON WARRIORS (Easy Mode)

7 NECRON WARRIORS (Standard Mode)

10 NECRON WARRIORS (Nightmare Mode)


Difficulty Recommendations Easy

  • 5 Warriors
  • No Monolith Equipment
  • No Reanimation

Standard

  • 7 Warriors
  • Two Monolith Equipment upgrades

Nightmare

  • 10 Warriors
  • Three Monolith Equipment upgrades
  • Monolith activates 4 times per Turning Point from Turn 1
  • Reanimation Protocols succeed on 4+

INITIAL SETUP Terrain

  • Place 1 piece of heavy terrain in each corner of the Kill Team board.
  • Place lots of small terrain around the Monolith and in-between the Heavy Terrain for cover.

Monolith

  • Place 1 Monolith model at the exact center of the battlefield.

The Monolith:

  • Cannot move.
  • Cannot perform mission actions.
  • Cannot be controlled.
  • Occupies as a large footprint terrain feature.
  • Blocks visibility normally.

Nodes:

  • Place one Node objective marker wholly within 6" of each table corner (Four total Nodes), ideally in Heavy Terrain.

Kill Team Operatives

  • Pick a board edge.
  • All of your Kill Team operatives must be set up in the middle of that board edge and more than 8" away from any Necron Nodes.

Necron Warrior Operatives

  • Place up to half of the Necron Warriors within 6" of the Monolith's Eternity Gate
  • Place the remaining Warriors within 6" of the opposite side of the board to the Kill Team Operatives in cover where possible.
  • Every Necron Warrior operative is given the Conceal order.
Necron Monolith
A 0
M 0
S 2+
W 0
Weapons
ATK
HIT
DMG
Particle Obliterator (O Nodes Captured) (Piercing 1, Seek Light)
6
3+
5/6
Degraded Particle Obliterator (1 Node Captured) (Piercing 1)
5
4+
4/5
Failing Energy Matrix (2 Nodes Captured)
4
4+
4/5
Emergency Defense Cannon (3 Nodes Captured)
3
5+
3/4
Abilities
Defensive ActivationsDimensional InstabilityTarget Acquisition

Defensive Activations: If there is 1 Kill Team player in play, the Monolith activates after every second NPO activation.

Maximum: 3 Activations per Turning Point

For example:

  • Warrior activates
  • Warrior activates
  • Monolith activates
  • Warrior activates
  • Warrior activates
  • Monolith activates
  • Warrior activates
  • Warrior activates
  • Monolith activates

If there are 2 Kill Team players in play, the Monolith activates after every fourth NPO activation.

Maximum: 4 Activations per Turning Point

For example:

  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Monolith activates
  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Monolith activates
  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Monolith activates
  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Warrior activates
  • Monolith activates

Dimensional Instability: From Turning Point 3 onwards, after each Monolith activation, roll 1D6. On a 6; - The Monolith suffers feedback surge. - Skip its next activation this Turning Point.

Target Acquisition: When activating this operative:

  • make a note of all enemy operatives visible to the Monolith starting with the closest enemy operative.
  • randomly select one of those operatives.
  • The Monolith then attacks that operative equal to the number of Nodes captured by enemy operatives. Use the appropriate weapon profile for that attack.

If no operatives are visible to the Monolith, this activation is wasted.

Necron, Monolith, Heavy Terrain
Monolith Node
A 0
M 0
S 0
W 0
Abilities
4 Nodes Captured1AP: Overload Node

4 Nodes Captured: When all 4 Necron Nodes have been captured, the Monolith is destroyed. The mission ends immediately.

Overload Node (1AP): Enemy operatives within 3" of any Necron Node may use this ability, so long as no friendly Necron operative is within control range as well.

That friendly operative's controlling player:

  • Place a captured marker beside the Node.
  • A captured Node remains captured for the rest of the battle.
  • Enemy Necron Operatives cannot recapture Nodes.

This action completes immediately.

Necron, Node
Necron Warrior
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss flayer (Piercing 1)
4
4+
3/4
Gauss reaper (Range 8, Piercing 1)
4
3+
3/4
Combat attachment
3
4+
3/4
Abilities
UnrelentingWeapon Options

Unrelenting: Whenever this NPO is shooting against the closest valid target, its weapons have the Accurate 1 weapon rule.

Weapon Options: This NPO has a combat attachment and either a gauss flayer or a gauss reaper. This decision is up to the Kill Team Operative player and must be decided before the game starts.

Necron, Warrior
Equipment

EMP Breaching Charge:
Once per game, when an Operative is within range of a Node, that Node becomes captured automatically.

This equipment cannot be used if enemy operatives are within control range of the same Node.


MONOLITH EQUIPMENT - Defensive Scarabs:
The first Node captured by enemy operatives each Turning Point requires 2 AP instead of 1 AP.


MONOLITH EQUIPMENT - Power Redistribution:
The Monolith does not degrade after the first Node is captured. It begins degrading after the second Node has been captured instead.


Quantum Disruptor Grenade:
Once per game, choose a Necron Warrior operative within 6" of a friendly operative. That Warrior

  • Cannot Reanimate.
  • Suffers D3 mortal wounds.

MONOLITH EQUIPMENT - Dimensional Echo:
Each Turning Point, the first Monolith activation fires twice and must not target the same enemy operative.

When deciding targets for the second attack, choose a second random visible target.

If there is no viable secondary target ignore this card.


Phase Anchor Beacon:
Once per Turning Point, when an operative would be selected as the Monolith's target for any ranged attacks, roll 1D6. On 4+, select another visible friendly operative instead.

The Monolith must target that operative instead.


MONOLITH EQUIPMENT - Resurrection Beacon:
Once per Turning Point, a destroyed Warrior automatically reanimates with D3+1 wounds. No roll is required.


Null-Spectrum Visor:
Friendly Operatives ignore obscured generated by the Monolith.

In addition, the operative may reroll one attack die against Necron Warriors per Turning Point.


MONOLITH EQUIPMENT - Gauss Flux Arcs:
After resolving an attack by the Monolith, every operative within 2" of the target rolls 1D6. On 4+ that operative suffers 2 damage.


MONOLITH EQUIPMENT - Guardian Protocols:
Once per Turning Point, one Necron Warrior within 6" of a Node may immediately Dash toward it.


Node Interface Spike:
Once per game friendly operatives can perform OVERLOAD NODE for Free.


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.