Hypercrypt Legion- Necrons

Homebrew by theluckypenney
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Composition

1 Overlord with Translocation Shroud

2 Lychguard

1 Flayed one

3 combination of warriors and deathmark

Common Abilities and Options

Living Metal:
In the Ready step of each Strategy phase, after resolving all other rules in this step (e.g. Reanimation Protocols faction rule), each friendly Tomb World operative regains 1D3+1 lost wounds (roll separately for each).

Flayed One
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer Claws (Rending)
5
3+
4/5
Abilities
Flesh HungerLiving MetalSkulking killerTerrifying Foe

Flesh Hunger: Whenever this operative is fighting against a wounded enemy operative, this operatives flayer claws have the Lethal 5+ weapon rule.

Skulking killer: Can perform charge action while on conceal order.

Terrifying Foe: 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 3" of this operative. Note this isn't a change to the APL state so any changes are cumulative with this.

Deathmark
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Dev2, Prc 1, Severe, Heavy (Dash))
4
2+
3/4
Fists
3
3+
3/4
Abilities
1 AP: MULTI-DIMENSIONAL VISIONDeathmarkedLiving MetalReanimation Protocol

1 AP: MULTI-DIMENSIONAL VISION: Until the start of this operative’s next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Deathmarked: Whenever this operative ends the Shoot action, the target gains one of your Deathmarked tokens if it was not incapacitated (the primary target, if relevant). Whenever a friendly HIEROTEK CIRCLE DEATHMARK operative is shooting an enemy operative that has one of your Deathmarked tokens, that friendly operative’s ranged weapons have the Seek weapon rule.

Reanimation Protocol: The first time each friendly HIEROTEK CIRCLE operative is incapacitated, before it’s removed from the killzone, place one of your Reanimation markers within its control range. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. CHRONOMANCER operative's Chronometron action, Poison tokens, APL stat changes, being implanted, etc.).

In the Ready step of each Strategy phase, select one of your Reanimation markers and roll one 1D6: 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 do not select any more for that turning point.

Whenever an operative is REANIMATED:

Set up the operative that Reanimation marker was placed for (it’s no longer incapacitated). It must be placed within 3" of that Reanimation marker and not within control range of enemy operatives (if you cannot do so, treat the roll as 1-2 instead). It has 1 Wound remaining. It has an order of your choice and is ready. Remove that Reanimation marker. For the purposes of the kill op, your opponent treats your starting number of HIEROTEK CIRCLE operatives as 5 (in other words, their kill grade goes up whenever a friendly HIEROTEK CIRCLE operative is incapacitated, to a maximum kill grade of 5). REANIMATED operatives don't retroactively change any other VPs your opponent has scored, e.g. from tac ops.

Overlord with Translocation Shroud
A 3
M 7"
S 3+
W 14
Abilities
1AP: Command1AP: Molecular TranslocationTranslocation

Command (1AP): Select one other friendly TOMB WORLD operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Molecular Translocation (1AP): SUPPORT. Select one friendly CANOPTEK CIRCLE operative visible to and within 6" of this operative.

The next time the selected operative performs an action in which it moves, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance can be measured over and through Wall terrain and the operative can be set up on the other side). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

This operative cannot perform this action while within control range of an enemy operative.

Translocation: When this operative performs an action in which it moves, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance can be measured over and through Wall terrain and the operative can be set up on the other side). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Lychguard
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
Hyperphase Sword (Brutal)
4
3+
3/4
Dispersion Shield
Abilities
Dispersion ShieldShieldSteadfast

Dispersion Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Shield: Whenever this operative is fighting or retaliating eith this weapon, each of your blocks can be allocated to block two unresolved successes instaed of one.

Steadfast: Steadfast: Whenever determining control of a marker, you can treat this operative’s APL stat as 3. If you do, this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this

Scarab Swarm
A 2
M 8"
S 5+
W 3
Warrior
A 2
M 5"
S 4+
W 9
Triarch Praetorian
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Particle Caster
4
4+
3/4
New Weapon
4
4+
3/4
Skorpekh Destroyer
A 2
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Hyperphase Swords (Balanced, Lethal 5+)
4
3+
4/5
Abilities
Whirling Onslaught

Whirling Onslaught: Whenever this operative is fighting or retailiating, each time it strikes with a critical success it alson inflicts D3 damage on each operative within its control range.

Equipment
Ploys

Firefight - Living Lightning:
Use this firefight ploy when a friendly Immortal uses the Shoot action with a Tesla Carbine, the weapon no longer has 2" Devastating but rather 2" Blast 2


Strategic - Relentless Onslaught (1 CP):
Whenever a friendly TOMB WORLD operative is shooting an operative within 8" of it, that friendly operative's ranged weapons have the Balanced weapon rule. Note that when you are using the Magnify weapon rule, this operative must still be within 8" of the target to use this rule (not the other friendly operative from which you’re determining a valid target). Balanced: Can re-roll one Attack die.


TacOps