ANNIHILATION LEGION

Homebrew by necronpeak

Faction Rules:

Red Harvests: When a friendly ANNIHILATION LEGION operatives select the closest valid target as a shoot or charge action,both range and melee weapons on its datacard have the Punishing weapon rule.

Destruction protocol: During each friendly ANNIHILATION LEGION operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, worsen its weapon atk by 2 and cannot lower than 3 for the second action if both actions are using that weapon.

Each friendly ANNIHILATION LEGION operative can counteract regardless of its order.

100% positive
Composition

An ANNIHILATION LEGION KillTeam is composed of:

1 HEXMARK DESTROYER operative

4 ANNIHILATION LEGION operatives selected from the following list:

  • SKORPEKH DESTROYERS with one of the following options:
    1. Reaper Phase Blade*
    2. Twin Phase Blades
  • LOKHUST DESTROYER with one of the following options:
    1. Gauss Cannon; Armoured Bulk
    2. Enmitic Exterminator; Armoured Bulk

Other than SKORPEKH DESTROYERS operatives, your kill team can only include each operative on this list twice.

*Your kill team can only include up to one Reaper Phase Blade

Common Abilities and Options

Destruction protocol:
During each friendly ANNIHILATION LEGION operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, its weapon atk -2 and cannot lower than 3 for the second action if both actions are using that weapon.

Each friendly ANNIHILATION LEGION operative can counteract regardless of its order.

Red Harvests:
When a friendly ANNIHILATION LEGION operatives select the closest valid target as a shoot or charge action,both range and melee weapons on its datacard have the Punishing weapon rule.

Hulking:
Whenever an enemy operative are selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

Hexmark Destroyer
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Enmitic Disintegrator Pistol
forcused (Seek, Devastating 2, piercing 1)
5
2+
3/3
Sweeping (Rng 9",Torrent 2", piercing 1)
6
3+
3/4
Impaling Legs
3
3+
3/4
Abilities
Destruction protocol1AP: Multi-Dimensional VisionMulti-Threat EliminatorRed Harvests

Multi-Dimensional Vision (1AP): Until the start of this operative’s next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Multi-Threat Eliminator: Whenever an enemy operative within 8" of this operative is shooting or charge action. After that action, before incapacitated operatives are removed (including this one, if relevant), this operative can perform a free Shoot action (you can change its order to Engage to do so), but it can only target that enemy operative operative with its enmitic disintegrator pistols (focused), and worsen its weapon profile -1 ATK

50ANNIHILATION LEION, NECRON, HEXMARK, DESTROYER CULT
Skorpekh Destroyer
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Reaper Phase Blade (Brutal)
4
3+
5/6
Twin Phase Blades (Rending)
4
3+
4/5
Abilities
Destruction protocolHulkingRed HarvestsWhirling Onslaught

Whirling Onslaught: Whenever this operative is fighting or retaliating, each time it strikes with a critical success, also inflict D3 damage on each other player operative within this operative's control range.

50ANNIHILATION LEION, NECRON, SKORPEKH, DESTROYER CULT
Lokhust Destroyer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Gauss Cannon (Piercing 1, Lethal 5+, saturate)
4
3+
5/6
Enmitic Exterminator (Torrent 1", Piercing 1)
5
4+
3/4
Armoured Bulk
3
4+
3/4
Abilities
Destruction protocol1AP: Hard-wired for DestructionHulkingRed Harvests

Hard-wired for Destruction (1AP): This operatives weapons gain the seek weapon rule against enemy operatives within control range of an objective marker.

60ANNIHILATION LEION, NECRON, LOKHUST, DESTROYER CULT
Equipment

Annihilation protocol:
Whenever a friendly ANNIHILATION LEGION operative incapacitates 2 enemy operative in the same tuning point or an enemy operative that has a Wounds stat of 12 or more, you gain 1CP. Once you have gained 2CP from this rule, you cannot use it for the rest of the battle.


Accelerate Spark:
Once per turning point, a friendly ANNIHILATION LEGION operative can perform a free Charge or Dash action (for the former, it cannot move more than 3"),


defensive energy field:
Once per turning point, whenever an attack dice would inflict damage on a friendly ANNIHILATION LEGION operative, you can use this rule. If you do, roll two D6: if any result is a 4, ignore the damage inflicted from that attack dice. You cannot ignore more than one attack dice per action.


Transdimensional Isolator:
Whenever a friendly ANNIHILATION LEGION operative is incapacitated, before it’s removed from the killzone, select one enemy operative within it control range, roll 2D6: if the result is higher than the target’s remaining wounds, the target is incapacitated (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant. This rule has no effect if the target is a NEMESIS operative or Red Terror NPO. Once you have incapacitated an enemy operative from this rule, you cannot use it for the rest of the battle.


Ploys

Strategic - Reanimation Function:
Select one of the following:

  • Each friendly ANNIHILATION LEGION operative that has an Engage order can immediately regains 1D3+1 lost wounds. (roll separately for each).

  • Select one friendly ANNIHILATION LEGION operative that has an Engage order. its can immediately regains 2D3+1 lost wounds.


Strategic - phantom frenzy:
Whenever a friendly ANNIHILATION LEION operatives is being injured. add 1 to its atk weapon stats on its data card. you can ignore any changes to its Move stat. If that operative is perform the charge action, add 1" to its Move stat


Strategic - Decisive Precision:
A freindly ANNIHILATION LEION operatives’s ranged weapons have the Balanced weapon rule. if its shooting an operative within 8" of it, that friendly operative's ranged weapons have the Ceasless weapon rule intead.


Strategic - Disruption Fields:
Each freindly ANNIHILATION LEION operatives’s melee weapons have the Shock weapon rule for the first time its perform fight action this turning point.


Firefight - Dimensional Oubliette:
Use this firefight ploy during a friendly ANNIHILATION LEION HEXMARK DESTROYER operative's activation,You can change its order to conceal order, until the next turning point after the first friendly operative's activation end, This operative cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain). During this ability, this operative can perform the Shoot action and while it has a Conceal order, but when you perform the Shoot action during the interruption, you must change its order to Engage and can be select as valid taget. This operative cannot perform this action while within control range of an enemy operative or it perform this action last turning point.


Firefight - Impulse Of Destruction:
after a freindly ANNIHILATION LEION operative end the fighting or retaliating sequence. if its wasn't incapacitated the enemy operative as a result of a fight or retaliation action. inflict D3+2 damage on all operative within its control range (inclueding its self).


Firefight - Means Of Demolition:
Use this firefight ploy during a friendly ANNIHILATION LEION LOKHUST DESTROYER operative's activation, Select a terrain feature that visible to this operative. If it is Equipment terrain, light terrain or beackable wall, remove it. Otherwise, place one Ruin markers as close as possible to that terrain. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain. inflict D3 damage on all operative within that terrain's control range.


Firefight - Organic life scanning vision:
Use this firefight ploy during a friendly ANNIHILATION LEION operative's activation, a friendly ANNIHILATION LEGION operative can perform charge action on an enemy operative that has conceal 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 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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.