Tomb World Necron NPOs

Homebrew by R47B4574RD

Tomb World Necron NPOs

Threat Level/Grade

0 / 0

01 / 1 02 / 1 03 / 1 04 / 1 05 / 1

06 / 2 07 / 2 08 / 2 09 / 2 10 / 2

11 / 3 12 / 3 13 / 3 14 / 3 15 / 3

92% positive
Composition

Whenever the mission tells you to set up an NPO, randomise which one by rolling 2D6 and consulting the NPO table below.

If you don't have a miniature for an NPO you need to set up, use the next row instead.

2D6 NPO

2-3 CANOPTEK SCARAB SWARM

4-6 CANOPTEK MACROCYTE (with one ranged weapon)

7-10 NECRON WARRIOR (with one ranged weapon)

11 CANOPTEK OMB CRAWLER (with twin gauss reapers)

12 CANOPTEK TOMB CRAWLER (with transdimesional isolator)

NPO LIMIT

We recommend limiting the mber of NPOs in the killzone at once to 10 - don't set up any that would exceed this limit.

Common Abilities and Options

Dimensional Banishment:
After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn't incapacitated, roll 2D6: if the result is higher than the target's remaining wounds, the target is incapacited.

Steadfast:
Whenever determing control of a marker, you can treat this operative's APL stat as 3. If you do this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.

Weapon Sentinel:
Whenever you're 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).

Aggressive Defence Construct:
If this operative is incapacitated by an enemy operative within 2" of it, roll one D3: on a 2+, inflict damage on that enemy operative equal to the result.

Necron Warrior One
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Two
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Three
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Four
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Five
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Six
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Seven
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Eight
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Nine
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Necron Warrior Ten
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Rng 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Canoptek Tomb Crawler One
A 2
M 5"
S 3+
W 21
Weapons
ATK
HIT
DMG
Twin Gauss Reapers (focused) (Piercing 1, Punishing)
5
4+
4/5
Twin Gauss Reapers (sweeping) (Piercing 1, Punishing, Torrent 1")
4
4+
4/5
Transdimensional Isolator (Dimensional Banishment)
5
4+
5/6
Claws (Brutal)
4
4+
4/4
Abilities
Dimensional BanishmentSteadfastWeapon Sentinel
Canoptek Tomb Crawler Two
A 2
M 5"
S 3+
W 21
Weapons
ATK
HIT
DMG
Twin Gauss Reapers (focused) (Piercing 1, Punishing)
5
4+
4/5
Twin Gauss Reapers (sweeping) (Piercing 1, Punishing, Torrent 1")
4
4+
4/5
Transdimensional Isolator (Dimensional Banishment)
5
4+
5/6
Claws (Brutal)
4
4+
4/4
Abilities
Dimensional BanishmentSteadfastWeapon Sentinel
Canoptek Scarab Swarm One
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Canoptek Scarab Swarm Two
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Canoptek Scarab Swarm Three
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Canoptek Macrocyte One
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Gauss Scalpel (Piercing 1)
4
4+
3/4
Tesla Caster (focused)
5
4+
2/3
Tesla Caster (living lightning) (Blast 2")
5
4+
2/3
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence Construct
Canoptek Macrocyte Two
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Gauss Scalpel (Piercing 1)
4
4+
3/4
Tesla Caster (focused)
5
4+
2/3
Tesla Caster (living lightning) (Blast 2")
5
4+
2/3
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence Construct
Canoptek Macrocyte Three
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Gauss Scalpel (Piercing 1)
4
4+
3/4
Tesla Caster (focused)
5
4+
2/3
Tesla Caster (living lightning) (Blast 2")
5
4+
2/3
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence Construct
C'Tan Shard of the Nightbringer
A 2
M 5"
S 4+
W 25
Weapons
ATK
HIT
DMG
New Weapon (Range 6", Devastating 5, Severe)
4
3+
5/0
Scythe (Lethal 5+, Rending)
5
3+
5/6
Options
Rules of Rodney

Rules of Rodney: Behaviour: This NPO will move towards the enemy to fight them, but will shoot if it can’t.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Shoot.
  4. Reposition towards the closest player operative. Mighty Foe: This operative cannot have a Conceal order and cannot be in cover, obscured, readied or expended (meaning it can activate multiple times per turning point and the turning point will end when all other operatives are expended). Whenever it’s the NPOs’ turn to activate, roll one D6: on a 4+, activate this NPO (or skip the activation if it isn’t in the killzone); on a 1-3, activate another ready NPO (or skip the activation if there aren’t any in the killzone). This operative can perform two Fight actions during its activation, but cannot move more than 12" per turning point. Necrodermis: This operative cannot be injured and its stats cannot be changed. Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored. Indomitable Reanimation: Whenever this operative is incapacitated, before it’s removed from the killzone, place a Reanimation marker underneath the centre of its base. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. Poison token). In the Ready step of the next Strategy phase, roll D3+1. After that many activations have been completed: • Set up this operative with an Engage order on the centre of that Reanimation marker. If there are any operatives that prevent this, set them up as though this operative ended a move there, (see Domineering Presence below). • This operative regains all lost wounds. • Remove that Reanimation marker. Domineering Presence: This operative can move through parts of terrain features (including Wall terrain features) as if they weren’t there (this takes precedence over the terrain feature’s rules) but must end those moves in a location it can be placed. When this operative moves through Light terrain, remove that terrain from the killzone unless it’s attached to Heavy terrain. This operative can move through operatives, and can end its move and be set up over their bases. If it does, remove those operatives from the killzone and set them up in a location they can be placed within control range of this operative (if possible) and as close to their previous position as possible. Whenever another operative is on Vantage terrain, if it’s visible to and within 2" horizontally of this operative (or vice versa), it’s within this operative’s control range.
Rodney
Equipment
Ploys
TacOps