Phylactek Circle

Homebrew by Gjtaru

"Only the deathless can truly comprehend the burden of unfailing loyalty."

— Vargard Obyron of the Sautekth Dynasty

100% positive
Composition

Every PHYLACTEK CIRCLE operatives in the following list:

  • LYCHGUARD ARBITER
  • LYCHGUARD WARDEN
  • LYCHGUARD REAPER
  • LYCHGUARD ANNIHILATOR
  • LYCHGUARD DUELIST
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 PHYLACTEK CIRCLE operative regains up to D3 lost wounds (roll separately for each).

In addition, each time a friendly PHYLACTEK CIRCLE operative is activated, it regains up to D3 lost wounds.

Phase:
Some PHYLACTEK CIRCLE LYCHGUARD weapons in this team’s rules have the Phase weapon rule below.

*Phase: Whenever this operative is fighting or retaliating with this weapon, your opponent cannot block your critical successes.

Praetorian Protocols:
During each friendly PHYLACTEK CIRCLE operative’s activation, it can perform two Fight actions.

Each friendly PHYLACTEK CIRCLE operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.

Reanimation Protocols:
The first time each friendly PHYLACTEK 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.

In the Ready step of each Strategy phase, roll one D6 for each of your Reanimation markers with no enemy operatives in its control range: on a 1-2, leave that Reanimation marker; on a 3+, an operative is REANIMATED.

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 control range 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 D3 wounds remaining.
  • It has an order of your choice and is ready.
  • Remove that Reanimation marker.

For the purposes of the kill op, your opponent's kill grade goes up whenever a friendly PHYLACTEK CIRCLE operative is incapacitated, to a maximum kill grade of 5, and goes down whenever a friendly PHYLACTEK CIRCLE operative is REANIMATED. REANIMATED operatives don’t retroactively change any other VPs your opponent has scored, e.g. from tac ops.

Lychguard Arbiter
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Rod of covenant (Range 12", Devastating 2, Piercing 1)
4
3+
4/4
Rod of covenant (Severe, Phase*)
4
3+
4/6
Abilities
Living MetalMy Will Be DonePhasePraetorian ProtocolsReanimation ProtocolsSentry of the Fallen

My Will Be Done: You can do each of the following once per battle if this operative is in the killzone:

  • Use a PHYLACTEK CIRCLE strategy ploy for 0CP.
  • Use a PHYLACTEK CIRCLE firefight ploy for 0CP.

Sentry of the Fallen: While this operative is within 2" of a friendly Reanimation marker, enemy operatives within that marker's control range do not prevent that friendly operative from being set up again using the Reanimation Protocols faction rule.

PHYLACTEK CIRCLE, NECRON, LYCHGUARD, ARBITER
Lychguard Warden
A 3
M 5"
S 2+
W 14
Weapons
ATK
HIT
DMG
Hyperphase sword and dispersion shield (Severe, Phase*, Shield*)
5
3+
4/6
Abilities
*ShieldDispersion ShieldLiving MetalPhasePraetorian ProtocolsReanimation 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).

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.

PHYLACTEK CIRCLE, NECRON, LYCHGUARD, WARDEN
Lychguard Reaper
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Warscythe (Lethal 5+, Shock, Phase*)
5
3+
5/7
Abilities
Extended ReachLiving MetalPhasePraetorian ProtocolsReanimation ProtocolsSweeping Arc

Extended Reach: An operative is considered within this operative's control range if it’s visible to and within 2" of this operative (instead of 1"). Note that:

  • this operative can finish a Charge move within 2" of an enemy operative (instead of 1");
  • control range between operatives is not mutual;
  • when this operative is fighting against an enemy operative, while it's not in that enemy operative's control range, the enemy operative can only use its successes to block

Sweeping Arc: Whenever this operative is fighting, if the target is incapacitated before all of this operative's successes are resolved, you can use the remaining successes to strike any other enemy operative(s) within this operative's control range. Successes used this way cannot be blocked by the new target(s).

PHYLACTEK CIRCLE, NECRON, LYCHGUARD, REAPER
Lychguard Annihilator
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Tachyon arrow (Piercing 2, Saturate, Limited 1)
3
3+
10/12
Particle caster (Range 8", Torrent 1")
5
3+
3/4
Voidblade (single-handed) (Ceaseless, Rending, Phase*)
5
3+
3/4
Abilities
Eradication ProtocolsLiving MetalPhasePraetorian ProtocolsReanimation ProtocolsTransdimensional Targeting

Eradication Protocols: This operative can perform two Shoot actions during its activation. If the tachyon arrow is selected for one of them, 1 additional AP must be spent for the second action.

Transdimensional Targeting: Whenever this operative is shooting with its tachyon arrow, enemy operatives cannot be obscured.

PHYLACTEK CIRCLE, NECRON, LYCHGUARD, ANNIHILATOR
Lychguard Duelist
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Voidblades (two-handed)
Duel (Relentless, Rending, Phase*)
6
3+
3/4
Surge (Relentless, Rending, Phase*, Surge*)
5
3+
3/4
Abilities
*SurgeLiving MetalPhasePraetorian ProtocolsReanimation ProtocolsTimeless Stance

*Surge: Whenever this operative performs the Fight action with this weapon profile, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Timeless Stance: You can ignore any changes to the Hit stat of this operative’s voidblades. Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

PHYLACTEK CIRCLE, NECRON, LYCHGUARD, DUELIST
Equipment

Override Protocols:
Once during each friendly PHYLACTEK CIRCLE operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:

  • Remove any changes to that friendly operative’s APL stat.
  • Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.

Translocation Matrix:
Once per turning point, when a friendly PHYLACTEK CIRCLE operative performs a Reposition, Dash or Charge action, it can move through parts of terrain feature that are no more than 1" thick as if they were Accessible terrain. If it does, it must spend 1 additional AP for that action.


Deterministic Array:
Once per turning point, when a friendly PHYLACTEK CIRCLE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Canoptek Scarabs:
Once per turning point, during a friendly PHYLACTEK CIRCLE operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.

Having an enemy operative within its control range doesn’t prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.


Ploys

Firefight - Phase Shielding:
Use this firefight ploy when an operative is shooting a friendly PHYLACTEK CIRCLE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Relentless Awakening:
Use this firefight ploy after a friendly PHYLACTEK CIRCLE operative is reanimated. That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.


Firefight - Sentinel Protocols:
Use this firefight ploy when a friendly PHYLACTEK CIRCLE operative is fighting or retaliating. If that friendly operative is within 2" of a friendly Reanimation marker, its weapons have the Balanced weapon rule.


Firefight - Reconstruction Overdrive:
Use this firefight ploy at the start of a friendly PHYLACTEK CIRCLE operative's activation. When that operative is regaining lost wounds from the Living Metal faction rule, do not roll a D3. Instead, that operative automatically regains 3 lost wounds.


Strategic - Necrodermis:
You can ignore any changes to the stats of friendly PHYLACTEK CIRCLE operatives from being injured (including their weapons’ stats).


Strategic - Undying Warriors:
Whenever an operative is shooting a friendly PHYLACTEK CIRCLE operative, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.


Strategic - Eternity Protocols:
When you make a D6 roll for one of your Reanimation markers for the Reanimation Protocols faction rule, do not roll the D6; instead, treat the result of that roll as a 6.


Strategic - You Have No Honor:
Whenever a friendly PHYLACTEK CIRCLE operative is fighting or retaliating against an enemy operative that has a Conceal order, its weapons have the Punishing weapon rule.


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.