Necron Overlord

Homebrew by Aaaa

This is a WIP currently, but it should be playable

honestly, i have no real idea how balanced this is it'll probably need revision after tesing lol

Any ploys or equipment from Canoptek Circle pr Hierotek Circle may be used(subject to removal or restriction)

Trazyn's not necessarily the focus at the moment, I'll look though The Infinite and The Divine again at some point to find some more fun abilities for him/figure out how to implement them.

I know Staff of Light and Lord's Blade isn't an actual valid wargear selection for an overlord, but i had a cool crucible character kitbash lmao

100% positive
Composition

1 non-Lychguard Operative • Overlord operative with one of the following -Void Scythe and Resurrection Orb -Tachyon Arrow and Lord's Blade -Staff of Light and Lord's Blade •Trazyn the Infinite -Empathic Obliterator,

Common Abilities and Options

Phases:
The first time this operative reaches 10 wounds, it enters phase 2, and enters phase 3 at 5 wounds. while in phase 2 this operative can use 1 Firefight ploy or Strategy ploy for 0cp. When this operative enters phase 3 place 2 Lychguard operatives within 5 inches of this operative or wholly within your deployement zone. While in phase 3 this operative gains 1 attack on all weapons that are not a Tachyon Arrow, the Tachyon Arrow may be used one time even if an attack has already been made with it this game. Any attack that places this operative in phase 3 sets this operative's wounds to 5, even if it would otherwise have less wounds remaining or destroy this operative.

Overlord
A 4
M 6"
S 3+
W 30
Weapons
ATK
HIT
DMG
Tachyon Arrow (Piercing 2, Limited 1, Saturate, Lethal 4+, Dev 5)
1
2+
13/8
Staff of Light - Beam (Dev 2, Seek Light,)
4
3+
3/3
Void Scythe (Dev 3, Brutal, Punishing, Piercing 1,)
5
3+
6/5
Lord’s Blade (Ceaseless, Piercing Crits 1, Stun,)
6
3+
3/4
Staff of Light - Strike
4
4+
3:4
Resurrection Orb (Can Use the Resurrection Orb ability,)
Abilities
2AP: Endless Legions3AP: Everlasting DynastyPhases1AP: Reanimation Protocols2AP: Resurrection Orb

Endless Legions (2AP): Place one of: 2 Necron Warrior operatives, 2 Canoptek Scarab Swarm operatives, 1 Deathmark operative, or 1 Immortal operative wholly within your deployment zone.

Everlasting Dynasty (3AP): Create one Canoptek Circle or Heirotek Circle operative wholly within your deployment zone. (can be used once per game// this restriction is subject to removal)

Reanimation Protocols (1AP): This Overlord operative or one friendly operative visible to and within 8 inches of this operative reanimate D3 wounds.

Resurrection Orb (2AP): This ability can only be used if this operative is equipped with a void scythe and reanimation orb. This ability can be used more than once per activation. This operative or any friendly operative within 8" of and visible to this operative reanimate D6+1 wounds. Additionally if this opertive is equipped with a ressurection orb it may once per turning point use the Reanimation Protocols ability for 0AP.

32
Lychguard
A 3
M 6”
S 2+
W 15
Weapons
ATK
HIT
DMG
Hyperphase Blade (Ceaseless, Shock, Lethal 5+, Piercing Crits 1)
4
3+
3/4
Dispersion Shield - Bash (*Extra Attacks, Stun, Shock, Ceaseless, Severe)
3
4+
2/3
Abilities
*Extra AttacksBlades of the Necrontyr2AP: Dispersion Shield - BlockGuard1AP: Implacable Charge3AP: Unyielding Loyalty

*Extra Attacks: This weapon can be used even if this operative had already attacked this activation. Dispersion shields are only allowed to do this if the operative did not use Dispersion Shields - Block ablility this activation

Blades of the Necrontyr: If there are less than 2 Lychguard operatives alive while the overlord operative is in phase 3, in your first activation this turning point set up 1 lychguard operative within 5" of your overlord operative or wholly within your deployment zone

Dispersion Shield - Block (2AP): Treat this operative as if it is in heavy cover until it's next activation or the next turning point. This operative can move a maximum of 3" while using this ability. Add one to save rolls made for this operative.

Guard: This operative can preform the guard action regardless of the killzone.

Implacable Charge (1AP): This operative can charge up to 5" and attack.

Unyielding Loyalty (3AP): Once per turning point, the Overlord operative immediately activates and can preform 3APL, even if it has already activated this turning point, if it has not, once this ability has ended, the Opetative opetative is treated as if it has not activated yet this turning point. Only one Lychguard may use this ability each turning point

32
Trazyn the Infinite
A 3
M 5”
S 2+
W 35
Weapons
ATK
HIT
DMG
Empathic Obliterator (*Psionic Shockwave)
4
4+
3/4
Abilities
*Mindshackle Scarabs*Psionic Shockwave2AP: Archaovist of the Nihilakh DynastyPhasesSurrogate Hosts2AP: Tesseract LabyrinthTimesplinter Mantle
Options
New Option

*Mindshackle Scarabs: When this operative is destroyed, on a 3+ each operative within 3" take D3 mortal wounds.

*Psionic Shockwave: After a critical hit all enemy operatives within 3 inches of the model struck by this weapon take D3 mortals wounds

Archaovist of the Nihilakh Dynasty (2AP): Any enemy operative within 7" of and visible to this operative may be chosen to be placed in your control. The chosen operative gains *Mindshackle Scarabs and may either be set up wholly within your deployment zone or within 5" of this operative. This ability can be used once per game unless this operstive is in phase 3, im which case it can be used once every 2 turning points, and can be used in the first turning point that this operative is in Phase 3.

Surrogate Hosts:

Tesseract Labyrinth (2AP): Usable every other turning point - Set up any combination of operatives from any kill team with a total of 15 wounds. Any operatives created by this ability have *Mindshackle Scarabs.

Timesplinter Mantle:

New Option:

32
Equipment

New Equipment:


Ploys
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.