Awakened Dynasty

Homebrew by LegalRook
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Composition

An AWAKENED DYNASTY killteam is composed of:<br> <br> 1 AWAKENED DYNASTY operative selected from the following list:<br> 1 OVERLORD WITH TACHYON ARROW<br> 1 OVERLORD WITH RESSURECTION ORB<br> 1 OVERLORD WITH TRANSLOCATION SHROUD <br> <br> 2 LYCHGUARD operatives<br> 1 APPRENTEK opertive<br> 1 MACROCYTE operative<br>

Common Abilities and Options

Awakened Legion:
In the Ready Step of each strategy phase after the first, you gain 1D3 Awakening Points. At the end of each turning point, discard all of your Awakening Points. As a Strategic Gambit in each turning point, you may spend any of your Awakening Points to Awaken a necron unit from the list below:

  • 1 Awakening Point - 2 x Scarab Swarm operative with one of the following options -Feeder Mandibles
  • 1 Awakening Point - 2 x Flayed One operative with one of the following options -Flayer Claws
  • 2 Awakening Point - Necron Warrior operative with one of the following options -Guass Reaper; Fists -Guass Flayer; Fists
  • 3 Awakening Points - Necron Immortal operative with one of the following options -Guass Blaster; Fists -Tesla Carbine; Fists
  • 3 Awakening Points - Skorpekh Destroyer operative with one of the following options -Hyperphase Weapon

When a friendly operative is Awakened, set it up wholly within your deployement zone with a conceal order and an Awakened marker.

Awakened:
When this operative has an Awakened token on it, subtract 2" from its Move stat and worsen the hit stat of all of its weapons by 1. This is not cummulative with being injured. At the end of this operative's activation, if this operative has an Awakened token, remove the Awakened token

Dynasty Drone:
During the Firefight phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Reposition, and Shoot. It cannot use any weapons that aren’t on its datacard.

This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Overlord with Tachyon Arrow
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Tachyon Arrow (Lethal 4+, Dev3, Ceaseless, Prc1, *Discharge)
3
2+
5/5
Overlord's Blade (Brutal)
5
3+
5/7
Abilities
*DischargeAwakened Legion2AP: Recharge

*Discharge: After each shooting action using this profile, the weapon is discharged and must be recharged using the Recharge action.

Recharge (2AP): Roll 1D6 and compare the result to the operatives APL stat plus 1, if the result is equal to or higher, the weapon is recharged. If the result is less , inflict 1D3 damage on this operative.

Awakened Dynasty, Overlord, Necron, Leader
Overlord with Resurrection Orb
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Enmitic Disintegrator Pistol (Range 8", Lethal 5+, Prc1)
4
4+
3/5
Voidscythe (Lethal 5+)
5
3+
4/6
Abilities
Awakened LegionResurrection EnergyResurrection Orb

Resurrection Energy: <p>At the end of each turning point in which this operative hasn't used it's Resurrection Orb, this opertaive and any friendly operative within control range of this operative heal D3 lost wounds </p>

Resurrection Orb: <p>Once per battle, during any operatives activiation before or after that operative performs an action, this operative may gain and spend 1 Awakening Point to awaken operative/s within 2" of this operative. (This overrules the normal Awaken deployement rules)</p>

Awakened Dynasty, Overlord, Necron, Leader
Overlord with Translocation Shroud
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Hyperphase Blade (Lethal 5+, Shock, Stun)
5
4+
5/6
Abilities
Awakened Legion2AP: Translocation Shroud

Translocation Shroud (2AP): Perform a free Charge action measuring only horizontal distance, then perform a free Fight action. The charge action may move through terrain features and equipment and during the fight action, improve the hit stat of this operatives melee weapons by 1.

This action cannot be performed with a conceal order or while within control range of enemy operatives.

Awakened Dynasty, Overlord, Necron, Leader
Lychguard
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Hyperphase Sword and Shield
Sword (Lethal 5+, Severe)
5
3+
4/6
Shield (*Shield)
4
2+
3/5
Abilities
*ShieldLychguard LoyaltyNoble ArmourPhaeron's Shield

*Shield: Whenever this operative is fighting or retaliating with this weapon profile, each of your blocks can be allocated to block two unresolved successes (instead of one).

Lychguard Loyalty: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead but this operative must use its Shield weapon profile during that fight.

Whenever an enemy operative ends the Charge action within control range of another friendly OVERLORD operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action (you can change its order to Engage to do so), but must end that move within control range of that enemy operative. This operative cannot perform that charge action if within control range of an enemy operative.

Noble Armour: This operative ignores the Piercing weapon rule. Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

Phaeron's Shield: Once per battle, when a friendly OVERLORD operative visible to and within 8" of this operative is selected as the valid target of a Shoot action, you can use this rule. If you do, this operative may perform a free reposition action but must end visible to and within 2" of that OVERLORD operative. If you do, this operative becomes the valid target instead (even if it wouldn’t normally be valid for this). This rule has no effect if the ranged weapon has the Blast or Torrent weapon rule.

Awakened Dynasty, Lychguard, Bodyguard, Necron
Apprentek
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Arcane Conduit (Range 6", Prc1)
4
3+
3/4
Arcane Conduit (Lethal 5+)
3
5+
3/4
Abilities
2AP: Expand DominionTomb Power Cells

Expand Dominion (2AP): Place your Dominion token wholly within your territory and move than 2" away from enemy operatives. During the next strategy phase, when you awaken operatives, they may be awakened within 1" of your Dominion token. At the end of that strategy phase, remove the Dominion token.

This action cannot be performed with a conceal order or while within control range of enemy operatives.

Tomb Power Cells: While this operative is in the killzone and within 3" of your overlord operative, add 1 to your Awakening points roll to a maximum of 3

Awakened Dynasty, Apprentek, Necron
Macrocyte
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Guass Scalpel (Range 6", Prc1)
4
4+
3/4
Claws
3
5+
1/2
Abilities
1AP: Energy BurstPhaeron Obedience

Energy Burst (1AP): Support: Select one friendly operative visible to and within 3" of this operative with an Awaken token on it. That friendly operative loses that Awaken marker. This action costs 1 more AP if the selected operative is a Skorpekh Destroyer

This action cannot be performed while within control range of enemy operatives.

Phaeron Obedience: Whenever this operative is within 3" and visible to a friendly OVERLORD operative, improve its save stat by 1.

Awakened Dynasty, Canoptek, Necron
Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Claws
4
4+
1/2
Abilities
AwakenedChittering Swarm2AP: Explosive ChargeMindless Drone

Chittering Swarm: Whenever this operative is expended, you must then activate one other ready friendly CANOPTEK SKARAB SWARM operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Explosive Charge (2AP): Perform a free Charge action, and then roll a D6. On a 3+ deal D3 damage to each enemy operative in this operatives control range then deal 3 damage to this operative.

Mindless Drone: During the Firefight phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Reposition, and Shoot. It cannot use any weapons that aren’t on its datacard.

This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Awakened Dynasty, Awakened, Swarm, Necron
Flayed One
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Flayer Claws (Punishing, *Flay)
4
4+
4/5
Abilities
*FlayAwakenedDestroyer MadnessDynasty Drone

*Flay: Whenever this operative deals damage or incapacitates an enemy operative, add 1 to its Flay counter (Use a die to keep track). At the end of the strategy phase, remove 1 from its Flay counter if possible, or deal D3 damage if not.

Destroyer Madness: When this operative is activated, if this operative has a valid charge option available it must perform the charge action and fight action. If multiple operatives are valid for a charge, the closest operative is selected. You may choose which operative to fight if multiple operatives are in this operatives control range.

Awakened Dynasty, Awakened, Flayer, Necron
Necron Warrior
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Guass Reaper (Prc1)
4
4+
3/4
Guass Flayer (Blast 1")
4
3+
2/3
Fists
3
4+
3/4
Abilities
AwakenedDynasty DroneTomb Unity

Tomb Unity: Whenever this operative is performing a Shoot action and is within 2" of a friendly Awakened Dynasty operative, its ranged weapons gain the Balanced weapon rule

Awakened Dynasty, Awakened, Warrior, Necron
Necron Immortal
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Guass Blaster (Range 6", Hvy(Dash), Prc2, Dev2)
5
4+
5/5
Tesla Carbine (Hvy(Dash), Severe, *Chain)
4
4+
4/5
Fists
3
4+
3/4
Abilities
*ChainAwakenedDynasty Drone1AP: Issue Orders

*Chain: After this operative uses this weapon, if you inflicted damage or retained any critical successes, select one enemy operative within 2", if possible, of the inital operative targeted by this weapon. Roll a D6 and on a 5+ inflict 1 damage on that operative and then select a different operative within 2", if possible, and repeat.

Each operative may only by targeted 1 time by the Chain rule each shooting attack and the original shooting target may never be selected.

Issue Orders (1AP): Until this operatives next activation, whenever a Necron Warrior operative is within 6" of this operative, treat the APL stat of that operative as 1 higher for the purposes of contesting markers. (Note this isn’t a change to the APL stat, so any changes are cumulative with this)

Awakened Dynasty, Awakened, Immortal, Necron
Skorpekh Destroyer
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Hyperphase Weapon (Brutal, Punishing)
5
3+
4/5
Abilities
AwakenedDynasty Drone2AP: Whirling Onslaught

Whirling Onslaught (2AP): Move this operative 7" in a straight line measuring only horizontal distance, ignoring terrain features and equipment. This operative may move within enemy operatives control zone but must end outside of their control zone. Then inflict D3 + 2 damage on any operative between this operatives current and previous position.

This action cannot be performed with a conceal order.

Awakened Dynasty, Awakened, Skorpekh, Necron
Equipment

Reanimation Scarabs:
Whenever a friendly AWAKENED DYNASTY operative is activated (excluding AWAKENED operatives), it regains up to D3 lost wounds.


Orb of Eternity:
In the Ready step of each Strategy phase, when determining how many Awakening points to gain, add 1 to the result retained.


Cryptogeometric Adjuster:
In the Ready step of each Strategy phase, when determining how many Awakening points to gain, you can roll two D3 and select one D3 to use.


Animus Damper:
Once per turning point, when a friendly AWAKENED DYNASTY operative is activated, it can perform the Fall Back action for 1 less AP.


Ploys

Firefight - Ancestral Grudge:
Use this firefight ploy when a friendly AWAKENED DYNASTY operative (excluding AWAKENED operatives) is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly AWAKENED DYNASTY operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.


Firefight - Responsive Awakening:
Use this firefight ploy during a friendly AWAKENED DYNASTY operatives activation before or after it performs an action. You may spend any unused Awakening Points to Awaken an operative.


Firefight - Strategic Command:
Use this firefight ploy during a friendly AWAKENED DYNASTY AWAKENED operatives activation before it has performed any actions. That operative may perform the Pick Up Marker, Place Marker, or mission action bypassing its normal restrictions.


Firefight - Undivided Protection:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly AWAKENED DYNASTY operative (excluding AWAKENED operatives). If that operative is within 3" of a friendly LYCHGUARD operative, ignore that inflicted damage.


Strategic - Upgraded Armour:
Whenever an operative is shooting a friendly AWAKENED DYNASTY operative that has an Engage order, you can re-roll one of your defence dice.


Strategic - Our Number is Legion:
Each friendly AWAKENED operative can immediately reagin 1D3 lost Wounds (roll separately for each).


Strategic - Our Name is Death:
Whenever a friendly AWAKENED DYNASTY operative is shooting fighting or retaliating, if it’s within 3" of another friendly OVERLORD or LYCHGUARD operative, that first friendly operative’s weapons have the Accurate 1 weapon rule.


Strategic - Overlord Submission:
Select one friendly OVERLORD operative. Every friendly AWAKENED DYNASTY operative within 8" of that operative can perform a free dash action but must end closer to that OVERLORD operative. This cannot be performed in the first turning point.


Strategic - New Ploy:


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.