Awakened Dynasty

Operatives

1. Overlord with Tachyon Arrow
Overlord with Tachyon Arrow
A 3
M 6"
S 4+
W 14/14
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
*Discharge2AP: RechargeAwakened Legion

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

*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).

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.

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.

Awakened Dynasty, Lychguard, Bodyguard, 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

Ancestral Grudge
Firefight Ploy

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.

Responsive Awakening
Firefight Ploy

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.

Strategic Command
Firefight Ploy

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.

Undivided Protection
Firefight Ploy

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.

Upgraded Armour
Strategy Ploy

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

Our Number is Legion
Strategy Ploy

Each friendly AWAKENED operative can immediately reagin 1D3 lost Wounds (roll separately for each).

Our Name is Death
Strategy Ploy

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.

Overlord Submission
Strategy Ploy

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.

New Ploy
Strategy Ploy

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.