Ghoul Kingdom

Homebrew by WayneNoble

I tried to make a Flayer King Army

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Composition

A Goul Kingdom Kill Team is composed of:

-Valgul, the Fallen one

-1 Lych Lord

-5 Flayed Ones

-3 Flayer Scarab Swarms

Common Abilities and Options

Living Metal:
In the Ready step of each Strategy phase, after resolving all other rules in this step, each friendly operative regains up to D3+1 lost wounds.

Reanimation Protocols:
In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one D6:

on a 1-2, leave that Reanimation marker in the killzone and repeat this process with a different one of your Reanimation markers, if any on a 3+, an operative is REANIMATED

You can only select each of your Reanimation markers once per turning point, and once you roll a 3+, you don’t select any more for that turning point.

Whenever an operative is REANIMATED:

set up the operative that Reanimation marker was placed for wholly within 3” of that marker and not within control range of enemy operatives it has 1 wound remaining it has an order of your choice and is ready remove that Reanimation marker

Valgul, the Fallen Lord
A 4
M 6"
S 2+
W 22
Weapons
ATK
HIT
DMG
Sobek (Lethal 5+, Piercing 1)
4
3+
3/4
Sobek (Devastating 2, Shock)
4
3+
5/8
Shield
0
0
0
Abilities
*ShieldFleshy Horror2AP: GhostwindLiving MetalReanimation Protocols

*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).

Fleshy Horror: An enemy operative that can see this model rolls 2D6 every turning point, on a 5+ or lower they lose 1AL.

Ghostwind (2AP): All Friendly operatives with in 12" of this model are removed from the killzone and then placed with in engagement range of an enemy operative within line of sight of moved operative. They immediately make a free attack.

Flayed One, Leader, Necron
Flayed One
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rending)
4
3+
4/5
Abilities
Horrifying FlayingLiving MetalReanimation Protocols

Horrifying Flaying: Whenever this operative incapacitates a player operative while fighting or retaliating, select one other enemy operative visible to and within 3" of either this operative or the incapacitated enemy operative and roll one D6; on a 3+, subtract 1 from that other enemyy operative's APL stat until the end of its next activation.

Necron, Flayed One
Lych Lord
A 3
M 7"
S 4+
W 15
Weapons
ATK
HIT
DMG
Phaser Claws (Sever, Lethal 5+)
4
3+
4/5
Atomizer Beam (Range 8", Punishing)
4
4+
3/4
Abilities
1AP: From the ShadowsLiving MetalReanimation Protocols

From the Shadows (1AP): For the rest of the turn point all friendly Flayed Ones can preform the charge action from concealed position.

Necron, Flayed One
Flayer Scarab Swarm
A 2
M 8"
S 5+
W 10
Weapons
ATK
HIT
DMG
Self-Destruct Protocol (Blast 2", *Detonate)
5
4+
5/5
Feeder Mandibles
5
4+
1/2
Abilities
2AP: *DetonateInsignificantScuttler

*Detonate (2AP): During this operatives turn if it has full wounds it can choose to use detonate. Immediately after detonate is used remove the model from the Kill Zone.

Insignificant: This operatives APL is considered a 0 for the purposes of taking objectives.

Scuttler: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". This operative can perform the Fall Back action for 1 less AP. This operative cannot use any weapons that aren’t on its datacard, or perform unique actions.

NECRON
Equipment

Phase Shifter:
Once per turning point, when an operative is shooting a friendly Flayed One 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.


Flayed Skin:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.


Tesseract Labyrinth:
Limit one use.

Only leader can choose this equipment.

After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn’t incapacitated, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant.

Range 6" A 4 Hit 4+ D 1/1


Ploys

Firefight - So Hungary!:
Select up to two friendly Flayed One operatives that are not within control range of enemy operatives. Each selected operative can immediately perform a free Dash action in any order of your choice.


Firefight - Hyper Alloy:
At the end of the turning point each friendly operative regains 1d3+1 wounds.


Strategic - OH, THE HORROR!:
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of friendly operatives.

Note this isn’t a change to the APL stat, so any changes are cumulative with this.


Strategic - Feeding Frenzy:
For the whole Turning Point all friendly Flayed Ones operatives gain 2" of movement, one extra attack, and reduce all damage by one (to a minimum of 2)

This ploy can only be used once per battle.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.