Destroyer Cult

Homebrew by LongWarVet

Necron Destroyer Cults are groups of Necrons afflicted with a nihilistic madness that compels them to destroy all organic life, even to the point of making planets barren. Driven by a shattered psyche and intense self-hatred after the biotransference process, they modify their bodies into living weapons and reject all orders, functioning as feared but valuable shock troops. While most Necrons shun them, their insatiable desire to purge the galaxy of life makes them a potent, terrifying force on the battlefield.

50% positive
Composition

A destroyer cult kill team is composed of

1 Leader operative selected from below

Lokhust heavy Destroyer

Hexmark Destroyer

3 Operatives selected from below :

Skorpekh Destroyer

Ophydian Destroyer (2 maximum)

4 Flayed one operatives

Common Abilities and Options

Annihilate Life:
Destroyer Cult Operatives may make a charge action for 0 AP When a friendly Destroyer cult operative is making a ranged attack against the closest enemy operative ranged weapons gain the [Ceaseless] weapon rule

Murderous Regeneration:
whenever a friendly Destroyer Cult operative incapacitates an enemy operative, that friendly model regains D3+1 Wounds

Hexmark Destroyer
A 2
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Enmetic Exterminator Pistols ([Rng 6"] [Lethal 5+] [Piercing 1] [Tor 2"])
5
3+
4/5
Necrodermic fists
4
3+
3/4
Abilities
Annihilate LifeMurderous RegenerationReactive Extermination

Reactive Extermination: each time this operative and or/ friendly operative within 3" is targeted with a ranged attack, after that enemy operative has finished making its attacks this operative may perform the shoot action but must select that enemy operative as its valid target.

ANNIHILATE LIFE, MURDEROUS REANIMATION
Lokhust Heavy Destroyer
A 2
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Enmetic Exterminator (Lethal 5+ Tor 2" Piercing 1)
5
+3
4/5
Hyperphase bayonet (Rending)
4
3+
4/5
Abilities
Annihilate LifeBuilt for destructionMurderous Regeneration

Built for destruction: This operative may perform 2 shoot actions. but must select the closest enemy target

Annihilate Life, Murderous regeneration
Skorpekh Destroyer
A 2
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Hyperphase Blades (Balanced, Lethal 5+)
4
3+
4/6
Abilities
Annihilate LifeMurderous RegenerationWhirlwind of Slaughter

Whirlwind of Slaughter: If this operative is in control range of one or more enemy operatives, it may perform the fight action once a more for 0 AP

Annihilate Life, Murderous Regeneration
Ophydian Destroyer
A 2
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Hyperphase Blades (Ceaseless)
5
3+
4/5
Abilities
Annihilate LifeMurderous Regeneration1AP: Tunneling Horrors0AP: Unburrow

Tunneling Horrors (1AP): when this operative is activated it may choose to burrow. To burrow place a burrow token in control range with this operative and not within control range of any enemy operatives. On this operative’s next activation it must unburrow within 8" of that token and not within 3" of any enemy operatives. While a unit is burrowed it cannot be perform actions and cannot be engaged by enemy operatives.

Unburrow (0AP):

Annihilate LIfe, Murderous Regeneration
Flayed One
A 2
M 5"
S 4+
W 11
Weapons
ATK
HIT
DMG
Flensing Talons ([Ceaseless])
5
3+
3/4
Abilities
Annihilate LifeFrenzied FlayingMurderous Regeneration

Frenzied Flaying: While this operate is fighting or retaliating against an enemy operative that is injured melee weapons equipped by this operative gain [Lethal 5+] and [Rending]

ANNIHILATE LIFE, MURDEROUS REANIMATION
Equipment
Ploys

Strategic - Ritualistic Death Masks:
Until the end of the turning point. Each friendly Destroyer Cult operative within 6" of Enemy operatives is -1 To be hit by ranged attacks (not cumulative with being injured)


Strategic - Taloned Ambush:
Until the end of the turning point. FLAYED ONE operatives are eligible to perform the charge action from the concealed order.


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.