ANNIHILATION CIRCLE

Homebrew by RobRob

The ANNIHILATION CIRCLE team are stone cold killers in necrodermis form. driven mad by their lust for death, they search to irradicate traces of biological life from this galaxy.

Faction Rules:

Insanities Ire: when a Freindly ANNIHILATION CIRCLE OPERATIVE is performing a mission or pickup/put down marker action, treat the cost as 1 aditional AP.

Annihilation protocol: Friendly operatives with the RANGED keyword gain the accurate 1 and saturate weapon rules when targeting the closest visible target (note that this target does not have to be valid but cannot be targeted unless the correct rules are satisfied).

Friendly operatives with the MELEE keyword gain the balanced weapon rule in a turn where they ended a valid charge move against the closet visible my operative.

80% positive
Composition

Operative Selection.

1 Hexmark Destroyer

Select 4 of the following:

Skorpekh Annihilator*

Skorpekh Warror

Ophidian Warrior

Lokhust Warrior

*you may only include one of these operatives in your team.

Common Abilities and Options

Whirling Onslaught (2AP):
This operative may perform a charge action immediately after it has performed a dash action.

Hexmark Destroyer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Synaptic Disintegrator Pistols (Seek Light, Devastating 1, Rng 6", piercing crits 1)
4
2+
3/4
Synaptic Disintegrator Pistols (Torrent 1", piercing crits 1)
6
4+
3/3
Impaling Legs
3
4+
2/4
Abilities
2AP: Tunneled Vision

Tunneled Vision (2AP): This operative may perform the shoot action even if they have already done so this turning point.

ANNIHILATION CIRCLE, HEXMARK, RANGED
Skorpekh Annihilator
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Reaper Phase Blade (Brutal)
3
3+
5/6
Abilities
1AP: Inevitable Advance2AP: Whirling Onslaught

Inevitable Advance (1AP): This operative gains a +1 to their save characterisitc.

Restriction: This model cannot move more than 3 inches during this activation.

ANNIHILATION CIRCLE, SKORPEKH, MELEE
Skorpekh Warrior
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Twin Phase Blades
4
3+
3/5
Abilities
2AP: Whirling Onslaught
ANNIHILATION CIRCLE, SKORPEKH, MELEE
Ophidian warrior
A 3
M 8"
S 4+
W 11
Weapons
ATK
HIT
DMG
Twin Phade blades
4
3+
3/5
Abilities
2AP: Tunnelling Horror

Tunnelling Horror (2AP): When this operative is selected to perform a dash or reposition action, instead. remove it from the kill zone and place it back within 8" of its previous possition.

note that you may not end your turn within control range of enemy operatives.

ANNIHILATION CIRCLE, OPHIDIAN, MELEE
Lokhust Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Gauss Cannon (Torrent 1", Piercing 1)
3
3+
3/4
Armoured Bulk
3
4+
2/4
Abilities
2AP: Hard-Wired for Destruction

Hard-Wired for Destruction (2AP): This operatives weapons gain the seek weapon rule against enemy operatives within control range of an objective.

ANNIHILATION CIRCLE, LOKHUST. RANGED
Equipment

Hunting Prowess:
as a strategic gambit in each turn other than the first, one freindly MELEE operative may perform a free dash action


Experimental Weapons:
when performing the shoot action with freindly RANGED operatives ranged weapons. you may choose to increase the normal and critical damage by one and those profiles gain the HOT keyword for this action.

Treat this as a new seperate profile as an aditional ranged weapon. it performs the same however the operative may chose to use their original profile.


Calculated Angle:
as a trategic gambit. one freindly RANGED operatove may perform a free dash action.


Ineffective Reanimation:
As a strategic gambit in any turn other than the first. one freindly operative may heal up to d3+2 lost wounds. This operative cannot be an operative that used this ability last turning point unless it is the only remaining model.


Ploys

Firefight - The Spoor of Frailty:
Use this ploy when a freindly operative with the RANGED keyword is targeting a valid enemy operative. treat that operatve as the closest visible target for the faction rule for this freindly operative if the target has a higher total wounds characteristic than the current closest visible target.


Firefight - Hyper Fixation:
When a freindly operative performs a mission or pickup/put down marker action, ignore the faction rule regarding ap cost.

This operstive cannot perform this action if they have performed the fall back action this turn.


Firefight - Death Lunge:
When a freindly operative is incapacitated as a result of a fight or retaliation action. one enemy operstive within control range takes d3 wounds.


Firefight - Internalised Hatred:
When a freindly operative is incapacitated by an enemy operstive as a result of a shooting attack. treat that enemy operstive as the closest visible target for one freindly RANGED operative this turning point when performing the shoot action/counteraction

note. if this enemy operstive is killed, the closest enemy operstive returns to usual.


Strategic - Deaths Mark:
Select up to 2 enemy operstives at the end of this turning point that are within engagement range of one or more freindly ANNIHILATION CIRCLE OPERATIVES. until the end of ther next ativation. treat their apl as 1 less.


Strategic - Hardy Necrodermis:
if an operative fails 2 or more of their defence dice. One may be discarded and the other may be treated as a normal success.


Strategic - Blind Rage:
Friendly operatives with the MELEE keyword replace balaced with ceacless for the faction rule.


Strategic - Instinctive Precision:
Friendly operatives with the RANGED keyword replace accurate 1 with accurate 2 for the faction rule.


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.