Necron Elite

Homebrew (Unpublished) by BuRnSS
Composition
Common Abilities and Options

Unyielding Force:
In the command phase, this opperative heals d3+3 wounds

Overlord
A 3
M 6"
S 4+
W 22
Weapons
ATK
HIT
DMG
Tachyon Arrow (Lethal 2+, Piercing 2, Limited 1)
1
2+
6/7
Overlord blade (Rnd, Piercing 1)
5
3+
4/5
Abilities
1AP: Actually GenuisPosthasteUnyielding Force

Actually Genuis (1AP): Whenever this opperative uses this ability this opperative gains a genuis token, from this token a free command re-roll strictly for this opperative. This abilitiy can only store up to a max of two command rerolls for this opperative. These command re-rolls can only be used for this opperative. The amount of re-rolls stored are denotated by the Genuis tokens added to the opperative.

Posthaste: In the command phase, if the lychguard friendly opperative is within 3'' of this model allow that model to preform a free dash action.

32
Lychgaurd
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Hyperphase Sword & Shield (Shield, Dev 2)
5
3+
4/4
Abilities
Guardian ProtocolUnyielding Force

Guardian Protocol: Whenever a player operative is performing a Shoot action, if this Opperative has an Engage order, the player(s) cannot select a Overlord Opperative within this Opperative's control range as a valid target.

32
Plasmancer
A 3
M 5"
S 4+
W 12
Weapons
ATK
HIT
DMG
Living Lightning
Direct (Silent, Rng 6'')
4
4+
3/4
Indirect (Silent, Rng 6'')
4
5+
2/3
Plasmic Lance (Dev 3, Balanced)
4
3+
4/3
Abilities
Unyielding Force
32
Skorpek Destoryer
A 3
M 6"
S 4+
W 20
Weapons
ATK
HIT
DMG
Hyperphase Scythe (Presence of Power, Whirling Onslaught)
6
3+
3/3
Abilities
New AbilityPresence of PowerUnyielding ForceWhirling Onslaught

New Ability:

Presence of Power: When this operative is making a melee attack and has this weapon rule determine the number of enemy opperatives that have a visual on any of the two models in melee and add that said number to the crit damage. This rule doesn't include the model that is being attacked. This rule also only works when this opperative is the one preforming the fight action first.

Whirling Onslaught: With this weapon rule, if the opperative makes a melee attack on an enemy opperative then each enemy opperative in engagment range of this opperative must make a saving throw against that melee profile but the attack stat of it is halved, rounded up.

32
Ophydian Destoryer
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Ophydian Hyperphase Weapons (Trapped)
5
3+
4/5
Abilities
PhaseshifterTrappedUnyielding Force

Phaseshifter: If this opperative has preformed the dash action this turing point this opperative cannot be targed with a ranged attack. This opperative losses this ability if it has captured or secured a point that turning point or if it's within 6'' of the shooting opperative. This opperative also needs to be concealed.

Trapped: When this opperative makes a melee attack either by starting it or retaliating and no enemy opperative have a sightline of either of the opperatives in melee then add 2 to the attacks stat of this opperatives melee attack. If only one enemy opperative has a sightline of either opperative then add 1 to the melee attacks stat of this opperative. In addition the enemy opperative can't fall back from melee wiht this opperative.

32
Equipment

Ultimate Toast:
Once per turning point you can add the rending weapon rule to any melee weapon only if that melee profile has one or more weapon rules allocated to it.


Jarona:
Once per turning point, when you are rolling for the Unyielding Force ability instead of rolling take the max value of the dice.


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.