Synaptic Swarm

Homebrew by Lunarcultist

The Eye Of The Tyrant Strat Gambit: Lose all tyrants attention points then Gain x Tyrants attention points 1 Point per Neuroloid 2 points per controled objective 1 point per ontested but not controlled objective X points where X is the round number

Whenever a Neuroloids operative activates you may spend tyrants attention to preform unique actions.

Tyrants Lash X Choose a Viable target. Roll X d3 dice to a maximum of 4. Deal damage equal to the total rolled

Tyrants Wisper 2/4 Select one enemy operative valid to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat. If you spent 4 points you may select a visable target instead

Tyrants Command 2/3 Select one other friendly Synaptic Swarm operative. That selected operative can immediately perform a dash or mission action for free. If that model is outside of 6" this action costs 3 points

Tyrants Directive 3 Select one enemy operative to be your Target for the turning point. Whenever a friendly Synaptic Swarm operative is shooting against, fighting against or retaliating against your Target, that friendly operative's weapons have the Balanced weapon rule.

Tyrants Reprive 4 Choose a model you control. That model heals all damage

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Composition

3 Von Ryans 3 Neuroloids 8 Models from Hormaguant Termaguant

Von Ryans Leaper
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slashing Talons
4
3+
4/5
Abilities
2AP: Leaping AssasinationShifting Carapace

Leaping Assasination (2AP): Perform a free Charge action with this operative, but don't exceed its Move stat (i.e. don't add 2"), and it must end that move within control range of that enemy operative. Then immediately perform a free Fight action. The first time you strike during that action, you can immediately resolve another of your successes as a strike

Shifting Carapace: At the end of this operative’s activation, you can change its order.

Neuroloids
A 2
M 6"
S 4+
W 3
Abilities
Small

Small: This operative cannot use any weapons that aren’t on its datacard, or perform unique actions. 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”.

Hormaguant
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Hormagaunt talons
4
4+
3/4
Abilities
Bounding Leap

Bounding Leap: Each activation you can ignore the first vertical distance of 2" Hormaguants move during one climb.

Termaguant
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fleshborer (AP 1)
4
4+
2/3
Spinefists
4
4+
3/4
Claws
3
4+
3/4
Devourer (Balanced)
5
4+
2/3
Abilities
Skulking Horrors

Skulking Horrors: After this Model Shoots it may preform a free dash

Equipment
Ploys

Strategic - Synapse:
whenever a model you control attacks its weapons gain accurate x where x is the number of friendly models within 4"


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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.