Necrons

Homebrew by GaiusGH

made this for one other person so it my be hard to understand what is written sorry

100% positive
Composition

1 Apprentek

5 lich guard

3 scabs

Common Abilities and Options

Phase shifters:
once per turning point in the strategy phase one friendly operative (expect scabs) can be removed from the kill zone and set up within 6 inches of its original position and can be set up within control range of an enemy operative

Ancient warfare (1AP):
once per turning point this operative can get +1 to the attack stat of the war scythe

Expendable:
this operative does not count towards the kill grade treat this killteam like a 6 operative killteam

Mindless drones:
this operative can not score crit ot tap op only kill op.

Watch me fall and come back:
once per turning point all scabs units can be put back on the killzone on conceal and full wounds. when being put back on the kill zone put it back within 2 inches of the friendly drop zone. after each turning point increase that available distance by 2. This operative can not be placed within enemy operatives control range. each time after the first turning point take the currant turning points number and when friendly scabs operatives come back subtract that to their total wounds (example if it was the 4th turning point the scab operative would only have 6 wounds)

Apprentek
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Arcane conduit (Severe,)
4
4+
3/4
War staff (Rending, lethal 5+)
5
3+
5/7
Abilities
1AP: Fierce order1AP: Forgotten technologyPhase shifters

Fierce order (1AP): once per turning point select one friendly operative, that operative can immediately perform one of these actions (dash, retaliate, shoot,) note that this action does not count towards the selected friendly operative activation or counteract. after the action is completed the Apprentek can immediately perform the rest of its action if any available apl.

Forgotten technology (1AP): once per battle you can use a firefight ploy for 0cp.

Leader, necron, Apprentek
Lich guard
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Hyper phase sword (Severe)
4
4+
4/5
War scythe (Lethal 5+, rending)
4
4+
5/7
Abilities
1AP: Ancient warfarePhase shifters
Lich guard, necrons
Lich guard
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Hyper phase sword (Severe)
4
4+
4/5
War scythe (Lethal 5+, rending)
4
4+
5/7
Abilities
1AP: Ancient warfarePhase shifters
Lich guard, necrons
Lich guard
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Hyper phase sword (Severe)
4
4+
4/5
War scythe (Lethal 5+, rending)
4
4+
5/7
Abilities
1AP: Ancient warfarePhase shifters
Lich guard, necrons
Lich guard
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Hyper phase sword (Severe)
4
4+
4/5
War scythe (Lethal 5+, rending)
4
4+
5/7
Abilities
1AP: Ancient warfarePhase shifters
Lich guard, necrons
Lich guard
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Hyper phase sword (Severe)
4
4+
4/5
War scythe (Lethal 5+, rending)
4
4+
5/7
Abilities
1AP: Ancient warfarePhase shifters
Lich guard, necrons
Scabs
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws
5
5+
2/3
Abilities
ExpendableMindless dronesPhase shiftersWatch me fall and come back
Scabs, necrons
Scabs
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws
5
5+
2/3
Abilities
ExpendableMindless dronesPhase shiftersWatch me fall and come back
Scabs, necrons
Scabs
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws
5
5+
2/3
Abilities
ExpendableMindless dronesPhase shiftersWatch me fall and come back
Scabs, necrons
Equipment

Mending metal:
at the start of each friendly operatives activation heal d3 lost wounds (expect scabs)


Over charged phasers:
Once per battle when doing the phase shifters special ability select a second friendly operative to get the effects


Regained forgotten knowledge:
Once per turning point when using the ancient warfare ability remove the apl cost


Robotic strength:
Remove the wounded effect


Ploys

Firefight - Final stand:
when a lich guard operative is incapacitated if fighting or retaliating resolve one unresolved attack


Firefight - Hold your ground:
if apprentek or lich guard operatives are preforming a shoot action improve the hit stat by one


Firefight - Push them back:
when preforming the fight action wholly within friendly territory improve the hit stat by one


Firefight - Ancient techniques:
if this operative has been charged and has not been expended it can resolve before enemy operatives resolve


Strategic - Lich guard shield:
when an enemy operative is targeting an operative with the leader key word preform this action. instead of inflicted damage going to the leader instead move the damage to a lich guard operative within 1 inch if no lich guard operative is within 1 inch the leader still takes the damage


Strategic - Unbreakable metal:
if taken damage of 4 or more lower the damage taken by 1


Strategic - Plasma blades:
when enemy operatives preform the fight action remove one of successful hits or change a critical hit to a normal hit


Strategic - Calculated rage:
when preforming the fight or retaliate action wholly within enemy territory then resolve 2 dice before the enemy operative


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.