Destroyer Cult

Homebrew by bigender_liver

Those of the Destroyer Cult are Necrons who have descended into apparent madness and are considered untrustworthy and dangerous by their own kind. They are agents of annihilation whose sole reason for existence is centred around an unshakable yearning to cleanse the universe of life. Unlike most other Necrons, those of the Destroyer Cult do not wish to reverse biotransference and regain their organic forms; instead they have heavily modified themselves to better kill their foes. What impels them to join the Cult is unknown but some suspect a subconscious imperative programmed into their command protocols - possibly by the C'tan.

Such is their hatred of life that members of the Destroyer Cult hold that they will relentlessly scour a planet's organisms down to the microscopic level. This includes plants, bacteria and even oceans, which they will boil with their weaponry. Even if it takes decades, Destroyers will never cease in their purge. They even welcome their own deaths, for they themselves are amongst the living and in the end will seek total oblivion.

100% positive
Composition

A Destroyer Cult Kill Team is composed of:

  • 1 of the following operatives:
    • 1 OPHYDIAN LORD
    • 1 SKORPEKH LORD
  • 2 of the following operatives:
    • OPHYDIAN DESTROYER with one of the following options:
      • Flaying Claws
      • Hyperphase Threshers
    • SKORPEKH DESTROYER with one of the following options:
      • Hyperphase Threshers
      • Hyperphase Reap-Blade
    • HEXMARK DESTROYER*
  • 2 PLASMACYTE operatives

*Your Kill Team may only include this operative once.

Common Abilities and Options

Breach Through:
This model can move through terrain pieces that are smaller in width and length than its base as if they weren't there.

Destroyer Curse:
Whenever a DESTROYER CULT DESTROYER operative Incapacitates an enemy operative, place a Cursed token on that friendly DESTROYER CULT DESTROYER operative. Then, you gain 1 CP. An operative with a Cursed token:

  • Has -1 to its Save and APL characteristics
  • Has -1 to the Hit characteristic of its weapons
  • Has +1 to the ATK characteristic of its weapons
  • Can only use weapons with the Hot Weapon Rule when fighting in melee.

You may only gain up to 1 CP per Turning Point this way.

Destroyer Might:
Each friendly DESTROYER CULT DESTROYER operative is activated twice per turning point (it’s only expended after the second activation). You cannot spend more than 3AP for it per activation, or more than its APL stat per turning point.

Each friendly DESTROYER CULT DESTROYER operative cannot be in cover from or obscured by Light terrain, terrain parts less than 2" tall or terrain that's not wholly intervening. Whenever a friendly DESTROYER CULT DESTROYER operative would perform the Fight action, the distance requirements of its control range can be changed to 2" horizontally and 4" vertically until the end of that action.

Renewal Protocols:
STRATEGIC GAMBIT Roll 1D6. On a roll of 1-4, you must spend 1 CP for the rest of the Strategic Gambit to have effect. Otherwise, it doesn't resolve.

Remove a DESTROYER CULT DESTROYER operative's Cursed token if it has any. If it doesn't, it regains up to 1D3+1 lost wounds.

Leaping Charge (1AP):
This operative performs a free Charge action, ignoring up to 3" of vertical distance. Until the end of the activation, it can only fight using its Skittering Claws.

Ophydian Lord
A 4
M 8"
S 3+
W 25
Weapons
ATK
HIT
DMG
Tail Blade (Rng 4", Rnd, Silent)
5
3+
3/3
Flaying Claws
Standard (Rnd)
6
3+
4/5
Overclock (Rnd, Hot)
6
4+
5/6
Abilities
Breach ThroughDestroyer CurseDestroyer MightRenewal Protocols
80DESTROYER CULT, NECRON, DESTROYER, OPHYDIAN LORD
Skorpekh Lord
A 4
M 7"
S 3+
W 25
Weapons
ATK
HIT
DMG
Enmitic Anhilator (Prc 1, Stun)
5
4+
3/3
Flaying Claw and Hyperphase Harvester
Standard (Lethal 5+)
5
3+
5/5
Overclock (Lethal 5+, Hot)
5
4+
6/6
Skittering Claws (Brutal)
6
3+
2/4
Abilities
Destroyer CurseDestroyer Might1AP: Leaping ChargeRenewal Protocols
60DESTROYER CULT, NECRON, DESTROYER, SKORPEKH LORD
Ophydian Destroyer
A 4
M 8"
S 3+
W 24
Weapons
ATK
HIT
DMG
Tail Blade (Rng 4", Rnd, Silent)
4
3+
3/3
Flaying Claws
Standard (Rnd)
5
3+
4/5
Overclock (Rnd, Hot)
5
4+
5/6
Hyperphase Threshers
Standard (Lethal 5+)
5
3+
4/5
Profile (Lethal 5+, Hot)
5
4+
5/6
Abilities
Breach ThroughDestroyer CurseDestroyer MightRenewal Protocols
50DESTROYER CULT, NECRON, DESTROYER, OPHYDIAN DESTROYER
Skorpekh Destroyer
A 4
M 7"
S 3+
W 24
Weapons
ATK
HIT
DMG
Hyperphase Treshers
Standard (Lethal 5+)
5
3+
4/5
Overclock (Lethal 5+, Hot)
5
4+
5/6
Hyperphase Reap-Blade
Standard (Rnd)
5
4+
5/6
Overclock (Rnd, Hot)
5
5+
6/7
Skittering Claws (Brutal)
6
3+
2/4
Abilities
Destroyer CurseDestroyer Might1AP: Leaping ChargeRenewal Protocols
50DESTROYER CULT, NECRON, DESTROYER, SKORPEKH DESTROYER
Hexmark Destroyer
A 4
M 7"
S 3+
W 24
Weapons
ATK
HIT
DMG
Enmitic Disintegrator Pistols (Seek Light, Prc 1, Silent)
5
2+
4/4
Skittering Feet
3
4+
2/4
Abilities
Destroyer CurseDestroyer MightInescapable DeathRenewal Protocols

Inescapable Death: STRATEGIC GAMBIT Remove your Pursued token from the enemy operative that has it (if any), then select one enemy operative to gain your Pursued token. Whenever this operative is shooting against an enemy operative that has your Pursued token, in the Select Weapons step, you can select two of the following weapon rules for this operative’s ranged weapons to have until the end of the sequence: Balanced, Accurate 1, Rend, Lethal 5+.

50DESTROYER CULT, NECRON, DESTROYER, HEXMARK DESTROYER
Plasmacyte
A 2
M 7"
S 5+
W 5
Weapons
ATK
HIT
DMG
Spark (Rng 4", Prc1)
4
4+
2/3
Atomiser Beam (Rng 6", Lethal 5+, Prc1)
4
4+
3/4
Draining Jab (*Drain)
4
4+
2/3
Abilities
*Drain1AP: Aid for the MastersScuttler

*Drain: When this weapon inflicts a Critical Hit, the operative using it restores wounds equal to the damage dealt.

Aid for the Masters (1AP): SUPPORT. Select a friendly DESTROYER CULT DESTROYER operative within 1", and resolve one of the following effects:

  • Remove a Cursed token from the chosen operative. Then, this Operative takes D3 Damage.
  • The chosen operative regains up to 2D3 wounds.
  • The chosen operative gains +1 APL until the end of the turning point. Then, roll 1D6. On a roll of 1, it gains a Cursed token. This option cannot be chosen on an operative that already has a cursed token.

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 other than Aid for the Masters.
25DESTROYER CULT, NECRON, PLASMACYTE
Equipment

Terror Protocol Device:
STRATEGIC GAMBIT. Select one objective marker or mission marker. Until the end of the turning point, whenever determining control of that 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 3" of friendly DESTROYER CULT operatives. Note this isn’t a change to the APL stat, so any changes are cumulative with this.


Twisting Blades:
Once per turning point, when an enemy operative ends the Charge action with friendly DESTROYER CULT PLASMACYTE operatives within its control range, you can use this rule. If you do, inflict D3+1 damage on that enemy operative.


Reanimation Protocol Drive:
Whenever a friendly Injured DESTROYER CULT DESTROYER operative is activated, it regains up to D3 lost wounds.


Atomiser Beam:
Friendly DESTROYER CULT PLASMACYTE operatives have the following ranged weapon, instead of their Spark weapon:

NameATKHitDmgSpecial
Atomiser Beam4+4+3/4Rng 6", Lethal 5+, Prc 1

Ploys

Firefight - Death For All:
Use this firefight ploy when a friendly DESTROYER CULT operative is incapacitated. Before that operative is removed from the killzone, inflict D3+3 damage on each enemy operative within its control range (roll separately for each). If that friendly operative is a PLASMACYTE operative, inflict D3-1 damage instead (to a minimum of 0). If an enemy operative becomes Incapacitated or Injured because of damage caused by this Ploy, the CP spent on it is refunded.


Firefight - Destruction's Patience:
Use this firefight ploy at the end of the Firefight phase. Select one friendly DESTROYER CULT DESTROYER operative. It can immediately perform a free Fight action.


Firefight - Sparks of Clarity:
Use this firefight ploy when a friendly operative would gain a Cursed Token. It does not gain that Cursed Token, and instead takes immediately takes D3-1 damage.


Firefight - Slither and Skitter:
Use this firefight ploy when a friendly DESTROYER CULT DESTROYER operative is activated or counteracts. Until the end of that activation/counteraction, you can ignore the vertical distance they move during one climb and one drop.


Strategic - Rejuvenation Protocols:
Remove all Cursed tokens from friendly DESTROYER CULT DESTROYER operatives. Then, select a friendly PLASMACYTE operative. It takes D3-1 damage (to a minimum of 1).

You cannot use this Ploy if there are no friendly PLASMACYTE operatives on the Kill Zone.


Strategic - Methodical Destruction:
Friendly DESTROYER CULT operatives' melee weapons have the Accurate 1 weapon rule. Whenever a friendly DESTROYER CULT operative is fighting during an activation in which it has not moved more than its Move stat, or whenever it is retaliating, its melee weapons have the Accurate 2 weapon rule instead. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.


Strategic - That Which Cannot Be Killed:
Whenever an operative is shooting a friendly DESTROYER CULT DESTROYER operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.


Strategic - Refused To Die:
Whenever a friendly DESTROYER CULT DESTROYER operative is fighting, Normal Dmg of 3 or more inflicts 1 less damage on it.


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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.