Awakened Phalanx

Homebrew by Callidus

Awakened Phalanx kill teams are compact war cohorts of the Necron dynasties, led by ancient nobles or royal wardens and formed from disciplined ranks of living metal warriors. They advance with mechanical precision, reknitting damaged bodies and restoring fallen constructs through reanimation protocols, while gauss fire, elite guardians and relentless close assault grind their foes into dust.

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Composition

Operative Selection

↘ 1 AWAKENED PHALANX operative selected from the following list:

  • OVERLORD EXACTOR
  • OVERLORD RESTITUTOR
  • ROYAL WARDEN

↘ 2 AWAKENED PHALANX SCARAB SWARM operatives

↘ 5 AWAKENED PHALANX operatives selected from the following list:

  • DEATHMARK
  • FLAYED ONE
  • IMMORTAL with one of the following options:
    • Gauss blaster; bayonet
    • Tesla carbine; bayonet
  • LYCHGUARD EXECUTIONER
  • LYCHGUARD SENTINEL
  • TRIARCH PRAETORIAN with one of the following options:
    • Particle caster; voidblade
    • Rod of covenant
  • WARRIOR* with one of the following options:
    • Gauss flayer; combat attachment
    • Gauss reaper; combat attachment

Other than FLAYED ONE and WARRIOR operatives, your kill team can only include each operative on this list once.

* These operatives count as half a selection each, meaning you can select two of them and it is treated as one selection in total.

Common Abilities and Options

Living Metal:
In the Ready step of each Strategy phase, after resolving all other rules in this step, each friendly AWAKENED PHALANX operative regains up to D3 lost wounds.

My Will Be Done (1AP):
SUPPORT. Select one other friendly AWAKENED PHALANX operative 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, or if a friendly operative has already performed My Will Be Done during this turning point.

Reanimation Protocols:
The first time each friendly AWAKENED PHALANX operative, excluding SCARAB SWARM operatives, is incapacitated, before it’s removed from the killzone, place one of your Reanimation markers within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had.

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

You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don’t select any more for that turning point.

Whenever an operative is REANIMATED: • set up the operative that Reanimation marker was placed for wholly within 3” of that marker and not within control range of enemy operatives • it has 1 wound remaining • it has an order of your choice and is ready • remove that Reanimation marker

For the purposes of the kill op, your opponent treats your starting number of AWAKENED PHALANX operatives as 6. REANIMATED operatives don’t retroactively change any other VPs your opponent has scored.

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.

OVERLORD EXACTOR
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Tachyon arrow (Dev 3, Heavy (Dash only), Lim 1, Piercing 2)
4
3+
5/3
Overlord’s blade (Lethal 5+)
4
3+
4/5
Abilities
Living Metal1AP: My Will Be DoneReanimation ProtocolsRoyal Presence
AWAKENED PHALANX, NECRON, LEADER, NOBLE, OVERLORD, EXACTOR
OVERLORD RESTITUTOR
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Overlord’s blade (Lethal 5+)
4
3+
4/5
Abilities
Living Metal1AP: My Will Be DoneReanimation ProtocolsResurrection OrbRoyal PresenceTranslocation Shroud

Resurrection Orb: Once per battle, when you fail a roll for Reanimation Protocols for a friendly AWAKENED PHALANX operative visible to and within 6” of this operative, you can use this rule. If you do, that operative is REANIMATED instead.

Translocation Shroud: Once during each of this operative’s activations, when it performs the Charge, Dash, Fall Back or Reposition action, 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, or 3” if it was a Dash, horizontally of its original location. In a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain, and this operative cannot be set up on the other side of an access point. 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.

AWAKENED PHALANX, NECRON, LEADER, NOBLE, OVERLORD, RESTITUTOR
ROYAL WARDEN
A 3
M 5"
S 3+
W 13
Weapons
ATK
HIT
DMG
Relic gauss blaster (Piercing 1)
5
3+
4/6
Bayonet
4
3+
3/4
Abilities
Adaptive StrategyEngrammatic Logic1AP: Interstitial CommandLiving MetalReanimation Protocols

Adaptive Strategy: Once during each turning point, when another friendly AWAKENED PHALANX operative, excluding SCARAB SWARM, visible to and within 6” of this operative is activated, you can use this rule. Until the end of that operative’s activation: • it can perform the Fall Back action for 1 less AP • if it performs the Fall Back action during that activation, it can still perform the Shoot action during that activation

Engrammatic Logic: Once per battle, when another friendly AWAKENED PHALANX operative visible to and within 6” of this operative is activated, you can use this rule. Until the end of that operative’s activation, remove any changes to its APL stat, and ignore any changes to its stats from being injured.

Interstitial Command (1AP): SUPPORT. Select one other friendly AWAKENED PHALANX operative, excluding SCARAB SWARM, visible to and within 6” of 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’s 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.

AWAKENED PHALANX, NECRON, LEADER, ROYAL WARDEN
SCARAB SWARM
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Mandibles
5
4+
1/2
Abilities
Living MetalScuttler

Scuttler: • 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 except being within 2”. • This operative can perform the Fall Back action for 1 less AP. • This operative cannot perform the Pick Up Marker or mission actions. • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this. • This operative is ignored for your opponent’s kill/elimination op when it’s incapacitated, and when determining your starting number of operatives for that op. • This operative cannot be REANIMATED.

AWAKENED PHALANX, NECRON, CANOPTEK, SCARAB SWARM
DEATHMARK
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Dev 2, Heavy (Dash only), Piercing 1, Severe)
4
2+
4/3
Fists
3
3+
3/4
Abilities
DeathmarkedLiving Metal1AP: Multi-Dimensional VisionReanimation Protocols

Deathmarked: Whenever this operative ends the Shoot action, if the target wasn’t incapacitated, that enemy operative gains one of your Deathmarked tokens, the primary target if relevant. Whenever a friendly AWAKENED PHALANX operative is shooting an enemy operative that has one of your Deathmarked tokens, that friendly operative’s ranged weapons have the Seek Light weapon rule. Whenever this operative is shooting an enemy operative that has one of your Deathmarked tokens, its ranged weapons have the Seek weapon rule instead.

Multi-Dimensional Vision (1AP): Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.

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

AWAKENED PHALANX, NECRON, DEATHMARK
FLAYED ONE
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Flayer Claws (Rending)
5
3+
4/5
Abilities
Flesh HungerLiving MetalReanimation Protocols

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.

AWAKENED PHALANX, NECRON, FLAYED ONE
IMMORTAL
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
Gauss Blaster (Piercing 1)
4
3+
4/5
Tesla Carbine (2" Dev 1)
5
3+
3/3
Bayonet
4
3+
3/4
Abilities
Living MetalReanimation ProtocolsSteadfast

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.

AWAKENED PHALANX, NECRON, IMMORTAL
LYCHGUARD EXECUTIONER
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Warscythe (Brutal, Lethal 5+)
4
3+
5/6
Abilities
Executioner ProtocolsLiving MetalReanimation Protocols

Executioner Protocols: The first time this operative performs the Fight action during each of its activations, if the enemy operative is Injured, one of your normal successes can be retained as a critical success.

AWAKENED PHALANX, NECRON, LYCHGUARD, EXECUTIONER
LYCHGUARD SENTINEL
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Hyperphase Sword & Dispersion Shield (Lethal 5+, Shield*)
4
3+
4/5
Abilities
*ShieldLiving MetalReanimation ProtocolsSentinel Protocols

*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.

Sentinel Protocols: Whenever an enemy operative is shooting against, fighting against or retaliating against this operative, if this operative contests a marker, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one success.

AWAKENED PHALANX, NECRON, LYCHGUARD, SENTINEL
TRIARCH PRAETORIAN
A 2
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Particle Caster (Range 8”, Dev 1)
4
3+
4/3
Rod of Covenant (Range 8”, Piercing 1)
4
3+
4/5
Voidblade (Rending)
4
3+
4/5
Rod of Covenant (Shock)
4
3+
4/5
Abilities
Living MetalReanimation ProtocolsRelentless Combatant

Relentless Combatant: Whenever this operative performs an action in which it moves, 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, or 3” if it was a Dash, horizontally of its original location. In a killzone that uses the close quarters rules, 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. 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.

AWAKENED PHALANX, NECRON, TRIARCH, PRAETORIAN
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
Living MetalPhalanx CohortReanimation Protocols

Phalanx Cohort: Whenever determining control of a marker, if this operative is visible to and within 3” of another friendly AWAKENED PHALANX NECRON WARRIOR, IMMORTAL, ROYAL WARDEN, OVERLORD EXACTOR or OVERLORD RESTITUTOR operative, 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.

AWAKENED PHALANX, NECRON, WARRIOR
Equipment

Tesla Weave:
Once per turning point, when an enemy operative ends the Charge action with friendly AWAKENED PHALANX operatives within its control range, you can use this rule. If you do, inflict D3+1 damage on that enemy operative.


Quantum Deflection Matrix:
Once per turning point, when an operative is shooting a friendly AWAKENED PHALANX operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.


Disruption Fields:
Friendly AWAKENED PHALANX operatives’ melee weapons have the Shock weapon rule.


Hyperphase Displacer:
Once per turning point, when an operative is shooting a friendly AWAKENED PHALANX operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 until the end of that sequence.


Ploys

Firefight - Reanimated Function:
Use this firefight 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 AWAKENED PHALANX operative that has an APL stat of 1. For the purposes of the Martyrs tac op, this ploy has no effect.


Firefight - Dimensional Ambush:
Use this firefight ploy during a friendly AWAKENED PHALANX 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.


Firefight - Living Lightning:
Use this firefight ploy when a friendly AWAKENED PHALANX IMMORTAL GUARDIAN 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.


Firefight - From the Skin-Dimension:
Use this firefight 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.


Strategic - Relentless Onslaught:
Whenever a friendly AWAKENED PHALANX operative is shooting an operative within 8” of it, that friendly operative’s ranged weapons have the Balanced weapon rule.


Strategic - Undying Androids:
Whenever an operative is shooting a friendly AWAKENED PHALANX operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.


Strategic - Methodical Elimination:
Friendly AWAKENED PHALANX operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly AWAKENED PHALANX 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 Accurate 2 instead.


Strategic - Command the Phalanx:
SUPPORT. Each other friendly AWAKENED PHALANX operative, excluding SCARAB SWARM operatives, visible to and within 6” of a friendly ROYAL WARDEN, OVERLORD EXACTOR or OVERLORD RESTITUTOR can immediately perform a free Dash action in an order of your choice.


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.