Tomb Guard

Homebrew by laughing_plague

Long have the ancient Lords of the Necrons slumbered while their realms have been infested by primitive races. While most are content to let their servants destroy these interlopers, some nobles prefer to see to the extermination of trespassers personally. Whether it is to revel in the hunt or reclaim ancient artefacts once lost, the result is the same: a singularly terrifying opponent relentlessly pursuing the eradication of the unclean and the preservation of their dynasty's honor.

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Composition

A TOMB GUARD KillTeam is composed of:

  • 1 OVERLORD operative equipped with one of the following

    • Staff of Light
    • Warscythe
    • Hyperphase Sword
  • 2 SCARAB SWARM operatives

  • 5 operatives from the following list

    • ROYAL WARDEN
    • LYCHGUARD CRYPTKEEPER
    • LYCHGUARD EXECUTIONER
    • LYCHGUARD ANCIENT equipped with one of the following:
      • Warscythe
      • Hyperphase Sword and Dispersion Shield
    • TRIARCH PRAETORIAN

Other than CRYPTKEEPER and EXECUTIONER operatives, your KillTeam can only include each operative on this list once.

Common Abilities and Options

Living Metal:
In the Ready step of each Strategy phase, after resolving all other rules in this step, each friendly TOMB GUARD operative regains 1D3+1 lost wounds (roll separately for each).

Reanimation Protocols:
The first time each friendly TOMB GUARD operative is incapacitated (excluding SCARAB SWARM and OVERLORD operatives), 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.

*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).

Overlord
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Staff of Light (Rnd, Rng 8")
4
2+
3/4
Staff of Light (Rnd)
4
2+
3/5
Void Scythe (Dev 2, Lethal 5+)
4
3+
5/5
Hyperphase Sword (Lethal 5+)
5
3+
4/6
Abilities
Group ActivationLiving Metal1AP: Noble Command1AP: Resurrection OrbRoyal Decree

Group Activation: Whenever this operative is expended, you may then activate any other ready friendly LYCHGUARD operative within 3" of this model (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives as specified with this rule).

Noble Command (1AP): SUPPORT Select one other friendly TOMB GUARD operative (excluding ROYAL WARDEN) visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free; it cannot move 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.

Resurrection Orb (1AP): 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).

  • Set up the operative that Reanimation marker was placed for (it’s no longer incapacitated).
  • That operative is set up expended with an order of your choice as if it were already expended during this turning point.
  • It has 1D3+1 wounds remaining.
  • It must be placed within 3" of that Reanimation marker and not within control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead).
  • Remove that Reanimation marker.

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

Royal Decree: While this model is in the Killzone, at the beginning of your strategy phase, select one enemy operative to gain one of your Decree tokens. If enemy operatives contest two or more primary objectives, you may assign up to two decree tokens.

Whenever a friendly TOMB GUARD operative is shooting, fighting, or retaliating against an enemy operative with decree tokens, give its weapons the Accurate x weapon rule (with x representing the number of decree tokens on that enemy operative).

Tomb Guard, Necron, Leader, Overlord
Royal Warden
A 3
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Relic Gauss Blaster (Balanced, Prc1)
4
3+
4/5
Bayonet
4
4+
3/4
Abilities
1AP: Engrammatic LogicLiving MetalReanimation Protocols1AP: Relentless March

Engrammatic Logic (1AP): SUPPORT Select one friendly TOMB GUARD operative within 6" of this operative. Until the end of the turning point, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Relentless March (1AP): This operative and each other operative within 3" of it may take a free dash action; however, they may not move more than 2" when doing so using this unique action.

Tomb Guard, Necron, Royal Warden
Lychguard Cryptkeeper
A 2
M 5"
S 3+
W 11
Weapons
ATK
HIT
DMG
Hyperphase Sword and Dispersion Shield (Lethal 5+, *Shield)
4
3+
4/6
Abilities
*ShieldLiving MetalReanimation ProtocolsRoyal Bodyguard

Royal Bodyguard: Whenever an enemy operative is performing a Shoot action, if this operative has an Engage order, any OVERLORD operative within this operative's control range cannot be selected as a valid target.

Tomb Guard, Necron, Lychguard, Cryptkeeper
Lychguard Executioner
A 2
M 5"
S 3+
W 11
Weapons
ATK
HIT
DMG
Warscythe (Lethal 5+)
4
3+
5/7
Abilities
Honorbound DuelistLiving MetalReanimation Protocols

Honorbound Duelist: Whenever this operative is fighting or retaliating against an enemy operative with one or more decree tokens, its warscythe has the Severe weapon rule.

Tomb Guard, Necron, Lychguard, Executioner
Lychguard Ancient
A 2
M 5"
S 3+
W 11
Weapons
ATK
HIT
DMG
Hyperphase Sword and Dispersion Shield (Lethal 5+, *Shield)
4
3+
4/6
Warscythe (Lethal 5+)
4
3+
5/7
Abilities
*ShieldLiving MetalReanimation ProtocolsStandard BearerUndying Terror

Standard Bearer: 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.

Undying Terror: Whenever an enemy operative would perform the Pick-Up Marker or Mission Action, if it is within 3" of and visible to this operative, it must spend 1 additional AP to do so.

Tomb Guard, Necron, Lychguard, Ancient
Triarch Praetorian
A 2
M 7"
S 3+
W 11
Weapons
ATK
HIT
DMG
Rod of Covenant (Rnd, Rng 8")
3
3+
3/4
Rod of Covenant (Rnd)
4
3+
4/5
Abilities
Gravity Displacement PackHand of the TriarchLiving MetalReanimation Protocols

Gravity Displacement Pack: 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) 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.

Hand of the Triarch: In an activation in which this operative incapacitates an enemy operative with any decree tokens, it may assign one decree token to another enemy operative within 8" that it can see.

Tomb Guard, Necron, Triarch Praetorian
Scarab Swarm
A 2
M 7"
S 6+
W 12
Weapons
ATK
HIT
DMG
Feeder Mandibles (Lethal 5+)
5
4+
1/2
Abilities
Chittering SwarmExpendableLiving MetalMindless ConstructReanimation Protocols

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.)

Expendable: This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative must escape/survive/ be incapacitated, etc).

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.

Tomb Guard, Necron, Scarab Swarm
Equipment

Dynastic Heirloom:
In the Ready step of each Strategy phase, when you gain CP, if a friendly OVERLORD operative is not incapacitated, and is not within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 1, you cannot use this rule for the rest of the battle; on a 4+, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.


The Phaeron's Curse:
Whenever an enemy operative with one or more Decree Tokens is shooting against, fighting against, or retaliating against a friendly TOMB GUARD operative, your opponent cannot re-roll their attack dice results of 1.


Phase Shifter:
Once per turning point, when an operative is shooting a friendly OVERLORD 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 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Ancient Authority:
The Territorial Obsession firefight ploy costs you 0 CP.


Ploys

Firefight - Engrammatic Override:
Use this firefight ploy when a friendly TOMB GUARD operative (excluding SCARAB SWARM) 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.


Firefight - Territorial Obsession:
Use this firefight ploy when activating a friendly TOMB GUARD 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.


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 TOMB GUARD operative that has an APL stat of 1.


Firefight - Subservience Protocol:
Use this firefight ploy during a friendly TOMB GUARD 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.


Strategic - Guardian Protocol:
Until the end of the turning point, whenever a friendly TOMB GUARD operative (excluding SCARAB SWARM) is retaliating within 6" of the OVERLORD, you resolve the first attack dice. (i.e. defender instead of attacker)


Strategic - Artifice of Aeons:
Whenever an enemy operative is shooting a friendly TOMB GUARD (excluding SCARAB SWARM) operative who is within range of an objective marker or a mission marker, you may re-roll one of your defense dice.


Strategic - Unrelenting Assault:
Whenever a friendly TOMB GUARD operative is fighting during an activation in which it performed the charge action, its melee weapons have the Ceaseless weapon rule.


Strategic - Intolerable Trespass:
Select one objective marker or one of your mission markers. Whenever an enemy operative is within 3" of that marker, treat it as having one additional Decree token.


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.