FLAYER CIRCLE

Homebrew by RobRob

Flayed ones are twisted, warped creatures that are barely recognisable as the necrons they once were. Searching to satiate an unending hunger within them. Be they once noble or a lowley warrior, it matters no longer.

faction rules: Interdimentional Hunt FLAYER OPERATIVES may pass through terrain features and enemy operatives as though they were not there including close quarter kill zone terrain.

note: They cannot end their move in control range of enemy operatives and cannot perform a charge move using this rule.

0% positive
Composition

This team consists of 9 flayed one operatives.

if you see 3 profiles for the same flayer operative, it is due to the minimum number of operatives being 3. since official gw flayed ones have no unique models, all 3 are the exact same profile.

Common Abilities and Options

Scuttler (0AP):
this operative may perform a dash or fight action after incapacitating an enemy operative

Flayer
A 2
M 5"
S 4+
W 8
Weapons
ATK
HIT
DMG
Rending Claws (Rending)
5
4+
2/4
Piercing talons (Lethal 5+, Devistating 2)
3
4+
4/4
Abilities
0AP: Scuttler
NECRON, FLAYER
Flayer
A 2
M 5"
S 4+
W 8
Weapons
ATK
HIT
DMG
Rending Claws (Rending)
5
4+
2/4
Piercing talons (Lethal 5+, Devistating 2)
3
4+
4/4
Abilities
0AP: Scuttler
NECRON, FLAYER
Flayer
A 2
M 5"
S 4+
W 8
Weapons
ATK
HIT
DMG
Rending Claws (Rending)
5
4+
2/4
Piercing talons (Lethal 5+, Devistating 2)
3
4+
4/4
Abilities
0AP: Scuttler
NECRON, FLAYER
Equipment

Induced fear:
Enemy operatives within 3 inches of a FLAYER operative resolve 1 less dice when fighting, retaliating or shooting


Sly:
as a strategic gambit, two freindly operatives may perform a free dash action.


Tunnelling Infiltration:
1 freindly FLAYER operative may be deployed anywhere wholly within your territory and not within control range of an objective.


Relentless Malformation:
the first time any freindly FLAYER operative is incapacitated, instead, they remain one 1 wound.

note this only occurs once and not for each operative.


Ploys

Firefight - Warped Reality:
use this ploy when an enemy operative selects a FLAYED model as the target of the ranged attack. instead, remove this operative from the kill zone and set them back up wholly within your deployment zone, or within control range of an objective that freindly operatives control.

note that the opposing player may re select their target if possible and may resume that operatives actions as usual afterwards. also note that any tokens/markers the targeted friendly operative is holding are also relocated.


Firefight - Howling Winds:
One friendly FLAYER operative may remain on conceal after a charge action.


Firefight - Driven to Madness:
One friendly FLAYER operatives weapons gain the ceaseless weapon rule for one fight or retaliation action in a turn that it also performed a charge action.


Firefight - Like Shadow:
One freindly Flayed one may perform a free fall back action after a retaliation action.

note that if this operative is injured, it still has -2 to its movement. if this operative dealt 5 or more wounds in the retaliation, it may ignore negative movement for this fall back action.


Strategic - Hunger:
Friendly operatives gain the balanced weapon rule.


Strategic - Thirst:
freindly operatives gain +1 to their reposition disance.


Strategic - Quadrapedal:
One friendly operative that is not within control range of an enemy operative. they may perform a free d6 reposition action. this operative must end their repositon, closer to an enemy operative.


Strategic - Insignificant damage:
friendly operatives are concidered to have 2 additional wounds for this turning point.

essentially, the first 2 wounds to damage this operative are ignored.


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.