Necrons - FALL OF THE AWAKENING ENGINE Boss Fight
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 AcquisitionMonolith Node
A 0
M 0
S 0
W 0
Abilities
4 Nodes Captured1AP: Overload NodeNecron 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 OptionsEMP 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
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.
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.