Royal Guard

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).

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.

Operatives

1. Overlord Laerokh
Overlord
A 3
M 5"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Staff of Light (Rnd, Rng 8")
4
2+
3/4
Staff of Light (Rnd)
4
2+
3/5
Abilities
Group Activation1AP: Noble Command1AP: Resurrection OrbLiving MetalRoyal 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
2. Royal Warden
Royal Warden
A 3
M 5"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Relic Gauss Blaster (Balanced, Prc1)
4
3+
4/5
Bayonet
4
4+
3/4
Abilities
Living MetalReanimation Protocols1AP: Relentless March1AP: Engrammatic Logic

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.

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).

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

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
4. Lychguard Executioner
Lychguard Executioner
A 2
M 5"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Warscythe (Lethal 5+)
4
3+
5/7
Abilities
Living MetalHonorbound DuelistReanimation 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
5. Lychguard Ancient
Lychguard Ancient
A 2
M 5"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Hyperphase Sword and Dispersion Shield (Lethal 5+, *Shield)
4
3+
4/6
Abilities
Reanimation ProtocolsLiving MetalStandard Bearer*ShieldUndying 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
6. Triarch Praetorian
Triarch Praetorian
A 2
M 7"
S 3+
W 11/11
Weapons
ATK
HIT
DMG
Rod of Covenant (Rnd, Rng 8")
3
3+
3/4
Rod of Covenant (Rnd)
4
3+
4/5
Abilities
Hand of the TriarchGravity Displacement PackLiving MetalReanimation Protocols

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.

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.

Tomb Guard, Necron, Triarch Praetorian
7. Scarab Swarm
Scarab Swarm
A 2
M 7"
S 6+
W 12/12
Weapons
ATK
HIT
DMG
Feeder Mandibles (Lethal 5+)
5
4+
1/2
Abilities
Living MetalReanimation ProtocolsChittering SwarmExpendableMindless Construct
Tomb Guard, Necron, Scarab Swarm
8. Scarab Swarm
Scarab Swarm
A 2
M 7"
S 6+
W 12/12
Weapons
ATK
HIT
DMG
Feeder Mandibles (Lethal 5+)
5
4+
1/2
Abilities
Living MetalReanimation ProtocolsChittering SwarmExpendableMindless Construct
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

Engrammatic Override
Firefight Ploy

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.

Territorial Obsession
Firefight Ploy

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.

Reanimated Function
Firefight Ploy

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.

Subservience Protocol
Firefight Ploy

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.

Guardian Protocol
Strategy Ploy

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)

Artifice of Aeons
Strategy Ploy

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.

Unrelenting Assault
Strategy Ploy

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.

Intolerable Trespass
Strategy Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.