Red Terror NPO

Homebrew by Enfieldr
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Composition
Red Terror
A 2
M 6"
S 4+
W 30
Weapons
ATK
HIT
DMG
Pincer Tail (Range 3", Seek)
4
3+
4/5
Scything Talons & Maw (Swallow Whole)
6
3+
4/6
Scything Talons
6
4+
4/6
Abilities
1AP: Disappear Underground1AP: Emerge

Disappear Underground (1AP): Remove this NPO from the killzone, then place a Burrow marker where the centre of this NPO was. This NPO is now underground, gains one Regeneration token, regains all lost wounds and ends its activation. Remove all other tokens and rules effects it had (e.g. Poison tokens, etc.).

This NPO cannot perform this action while within 5" of player operatives unless it’s within an NPO drop zone. It cannot perform this action unless it’s on the killzone floor.

Emerge (1AP): Remove the Burrow marker from the killzone, then set up this NPO where the centre of that marker was. If the Burrow marker isn’t in the killzone, set up this NPO wholly within an NPO drop zone (randomly determined if there are multiple, and with as much of it in the drop zone as possible if the area is too small). As described in its Burrow rule, temporarily remove smaller terrain features and push other operatives (if necessary) to do this.

Subtract 2" from this NPO’s Move stat until the end of its activation.

This NPO cannot perform this action unless it’s underground (where it starts the battle, or as a result of the Disappear Underground action from the Lurk behaviour).

Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Equipment
Ploys
TacOps