Warhammer 40,000: Tactica - Necrons

Homebrew by TheChadNerd
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Composition
Common Abilities and Options

Morale 6+:

Reanimation Protocols:
If your Army Faction is NECRONS, at the end of your Strategy phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

  • If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.
  • Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Leader:
This model can be attached to the following units:

  • Immortals
  • Necron Warriors

You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

Deadly Demise D6:
When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.

Deep Strike:
Units where all models have this ability may be set aside before deployment. At the start of any round after the first, after determining initiative, units where all models have this ability may be deployed anywhere on the battlefield over 9” away from enemy models. Players alternate in placing units with DEEP STRIKE, starting with the player with the initiative.

Feel No Pain 5+:
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

Necrodermis:
Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.

New Ability:

The Silent King
A 3
M 8"
S 2+
W 16
Weapons
ATK
HIT
DMG
Annihilator Beam (Rng 24",)
1
2+
6/7
Sceptre of Eternal Glory (Rng 24", Dev4)
2
2+
3/4
Staff of Stars (Rng 24", Seek)
12
2+
1/2
Armoured Bulk
1
4+
1/2
Weapons of the Final Triarch (Brutal)
12
2+
2/3
Abilities
400 PointsDamagedDeadly Demise D6+3 (Silent King Model Only)Morale 6+Reanimation ProtocolsThe Silent KingTriarchal Menhir - 5 woundsVoice of the Triarch
Options
Phaeron of the Stars (Aura)Phaeron of the Blades (Aura)Relentless March (Aura)

400 Points:

Damaged: While this unit’s Szarekh model has 1-6 wounds remaining, halve the Attacks characteristic of that model’s weapons, and each time this unit makes an attack, subtract 1 from the Hit roll.

Deadly Demise D6+3 (Silent King Model Only): Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

The Silent King: While a friendly NECRONS unit is within 6" of this unit’s Silent King model, improve that unit’s Morale characteristic by 1.

Triarchal Menhir - 5 wounds: - This unit includes 2 Triarchal Menhir, each with a wounds value of 5.

  • Each Triarchal Menhir is equipped with 1 Annhilator Beam.

  • When Damage is done to this unit, the controlling player of this unit may allocate damage to a Triarchal Menhir rather than the Silent King himself.

  • Once each Triarchal Menhir has been allocated a total of 5 wounds, it is destroyed and removed from play.

  • If this unit’s Silent King model is destroyed, all of this unit’s remaining Triarchal Menhir models are also destroyed.

Voice of the Triarch: At the start of the battle round, select one of the following Triarch abilities:

  • Phaeron of the Stars
  • Phaeron of the Blades
  • Relentless March

Until the start of the next battle round, this unit has that ability.

Phaeron of the Stars (Aura): While a friendly NECRONS unit (excluding MONSTER units) is within 6" of this unit’s Silent King model, each time a model in that unit makes an attack, re-roll a Hit roll of 1.

Phaeron of the Blades (Aura): While a friendly NECRONS unit (excluding MONSTER units) is within 6" of this unit’s Silent King model, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.

Relentless March (Aura): While a friendly NECRONS unit (excluding MONSTER units) is within 6" of this unit’s Silent King model, add 2" to the Move characteristic of models in that unit.

VEHICLE, EPIC HERO, TRIARCH, CHARACTER, THE SILENT KING, NECRON
Chronomancer
A 3
M 5"
S 4+
W 4
Weapons
ATK
HIT
DMG
Aeonstave (Rng 18", Blast 4", Lethal 5+, Stun)
D6
4+
1/2
Aeonstave
3
4+
1/2
Abilities
65 PointsChronometronLeaderMorale 6+Reanimation ProtocolsTimesplinter Mantle

65 Points:

Chronometron: After this model's unit has shot, if it is not within Control Range of any enemy models, this unit can make a Normal move of up to 5" for 0 AP. If it does, until the end of the Battle Round, this unit is not eligible to perform a charge.

Timesplinter Mantle: While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.

INFANTRY, CHARACTER, CRYPTEK, CHRONOMANCER, HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK
C'tan Shard of the Deceiver
A 3
M 8"
S 3+
W 16
Weapons
ATK
HIT
DMG
Cosmic Insanity (Rng 18", Dev3,)
6
2+
2/3
Golden Fists
8
2+
3/4
Abilities
310 PointsDeadly Demise D6Deep StrikeFeel No Pain 5+Grand IllusionMorale 6+NecrodermisReanimation ProtocolsStealth

310 Points:

Grand Illusion: If your army includes this model, after both players have deployed their armies, select up to three NECRONS units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

MONSTER, CHARACTER, EPIC HERO, FLY, NECRONS, C’TAN SHARD OF THE DECEIVER
C'tan Shard of the Nightbringer
A 3
M 10"
S 3+
W 16
Weapons
ATK
HIT
DMG
Gaze of Death (Rng 18")
D3
2+
7/8
Scythe of the Nightbringer
Strike (Brutal)
6
2+
6/7
Sweep
14
2+
2/3
Abilities
340 pointsDeadly Demise D6Deep StrikeDrain LifeFeel No Pain 5+Morale 6+NecrodermisReanimation Protocols

340 points:

Drain Life: At the end of this unit's activation, roll one D6 for each enemy unit within 6" of this model: on a 4+, that enemy unit suffers D3 mortal wounds.

MONSTER, CHARACTER, EPIC HERO, FLY, C’TAN SHARD OF THE NIGHTBRINGER, HIEROTEK CIRCLE, NECRON
C'tan Shard of the Void Dragon
A 3
M 10"
S 3+
W 16
Weapons
ATK
HIT
DMG
Spear of the Void Dragon (Rng 12")
2
2+
6/7
Voltaic Storm (Rng 18", Blast 4", Relentless)
7
2+
2/3
Spear of the Void Dragon
Strike
5
2+
6/7
Sweep
10
2+
2/3
Canoptek tail blades (Extra Attacks)
6
2+
1/2
Abilities
330 PointsDeadly Demise D6Deep StrikeFeel No Pain 5+Matter AbsorbtionMorale 6+Necrodermis

330 Points:

Matter Absorbtion: At the start of this unit's activation, select one enemy VEHICLE unit within 12" of this model and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds and this model regains up to that many lost wounds.

MONSTER, CHARACTER, EPIC HERO, FLY, C’TAN SHARD OF THE VOID DRAGON, HIEROTEK CIRCLE, NECRON, CRYPTEK, CANOPTEK CIRCLE
Geomancer
A 3
M 8"
S 4+
W 4
Weapons
ATK
HIT
DMG
Tremorglaive
Reverberating Beam (Rng 18", Prc1, PrcCrit2)
2
4+
2/3
Shock Wave Pulse (Rng 18", Tor5", Seek Light, Stun)
6
4+
1/2
Tremorglaive
2
4+
2/3
Abilities
75 PointsLeaderMorale 6+Obelisk Node ControlReanimation ProtocolsTectonic ReverberationsVanguard Protocols

75 Points:

Obelisk Node Control: While this model is within range of an objective marker you control, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.

Tectonic Reverberations: At the beginning of this unit's activation, you can select one enemy unit within 18" of and visible to this model. Until the start this unit's next activation, that enemy unit is pinned. While a unit is pinned, subtract 2" from that unit’s Move characteristic.

Vanguard Protocols: If this model is attached to a CANOPTEK MACROCYTES unit during the Declare Battle Formations step, this model has the Scouts 8" ability.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

INFANTRY, CHARACTER, CRYPTEK, GEOMANCER, CANOPTEK CIRCLE, NECRON, CRYPTEK, MACROCYTE, REANIMATOR
Lokhust Lord
A 3
M 8"
S 3+
W 6
Weapons
ATK
HIT
DMG
Staff of Light (Rng 18",)
3
2+
1/2
Lord's Blade (Dev1)
4
2+
2/3
Staff of Light
4
2+
1/2
Abilities
80 PointsDestroyer CultDriven by HatredLeaderMorale 6+New AbilityNew AbilityNew AbilityReanimation ProtocolsWargear Options
Options
Nanoscarab AmuletResurrection Orb

80 Points:

Destroyer Cult: While this model is leading a unit, weapons equipped by models in it's unit have the Lethal 5+ ability.

Driven by Hatred: Each time this model makes an attack that targets an enemy unit that is Below Half-strength, it's weapons have the Relentless rule.

New Ability:

Wargear Options: This model’s staff of light can be replaced with 1 Lord’s blade.

This model can be equipped with one of the following:

  • 1 nanoscarab amulet
  • 1 resurrection orb

Nanoscarab Amulet: The bearer has the Feel No Pain 5+ ability.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

Resurrection Orb: Once per battle, while the bearer is leading a unit, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn.

MOUNTED, CHARACTER, FLY, DESTROYER CULT, LOKHUST LORD, HIEROTEK CIRCLE, NECRON, LEADER,
Overlord
A 3
M 5"
S 2+
W 6
INFANTRY, CHARACTER, NOBLE, OVERLORD, HIEROTEK CIRCLE, NECRON, LEADER, CRYPTEK, CANOPTEK CIRCLE, CRYPTEK
Overlord (with translocation shroud)
A 2
M 6"
S 4+
W 10
Plasmancer
A 2
M 6"
S 4+
W 10
Psychomancer
A 2
M 6"
S 4+
W 10
Royal Warden
A 2
M 6"
S 4+
W 10
Skorpekh Lord
A 2
M 6"
S 4+
W 10
Technomancer
A 2
M 6"
S 4+
W 10
Transcendent C'tan
A 2
M 6"
S 4+
W 10
Immortals
A 2
M 6"
S 4+
W 10
Necron Warriors
A 2
M 6"
S 4+
W 10
Annihilation Barge
A 2
M 6"
S 4+
W 10
Canoptek Scarab Swarms
A 2
M 6"
S 4+
W 10
Canoptek Wraiths
A 2
M 6"
S 4+
W 10
Cryptothralls
A 2
M 6"
S 4+
W 10
Deathmarks
A 2
M 6"
S 4+
W 10
Doomsday Ark
A 2
M 6"
S 4+
W 10
Flayed Ones
A 2
M 6"
S 4+
W 10
Lokhust Heavy Destroyers
A 2
M 6"
S 4+
W 10
Seraptek Heavy Contruct
A 2
M 6"
S 4+
W 10
Skorpekh Destroyers
A 2
M 6"
S 4+
W 10
Equipment
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.