From Hell NPO list and rules

Homebrew by TheBadBard

Explore long forgotten techno shrine, face a ritual finally complete, rip and tear until it is done.

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Composition

Deployment Selection: 1d6

1-3: Crawler

4-5: Elite

6: Hellspawn

Crawler: 1d3

1-2: Mutant

3: Death Jester

Elite: 1d3

1-2: Torment

3: Chaos Legionary

Hellspawn: 1d6

1-3: Goredrinker 4-5: Hellbeast 6: Lamentor

Common Abilities and Options

Thirsting blades:
This operative can perform two Fight actions during its activation.

Ancient Horror:
-In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal -This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening -Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives -This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall -Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Chaos Legionary
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Bolt gun
4
3+
3/4
Reaper chaincannon
Focused (Ceaseless, Hvy(Repos), Punishing)
5
3+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing)
4
3+
3/4
Missile launcher
Frag (Blast 2", Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Piercing 1)
4
3+
5/7
Heavy bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor1")
4
3+
4/5
Fists
4
3+
3/4
Demon claw (Rending, Lethal 5+)
5
3+
3/4
Chain axe (Brutal)
5
4+
5/7
Power Weapon (Lethal 5+)
5
3+
5/6
32CHAOS
Mutant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Blasphemous appendages (Ceaseless, Rending)
4
4+
3/4
Abilities
Unnatural Regernation

Unnatural Regernation: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one d6, on a 5+ subtract 1 from that inflicted damage.

32CHAOS
Death Jester
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Shrieker cannon (Rending)
4
3+
3/4
Neuro disruptor (Rng 8", Lethal 5+)
4
4+
3/4
Blade
3
3+
3/3
25CHAOS
Torment
A 2
M 6"
S 5+
W 13
Weapons
ATK
HIT
DMG
Hideous mutations (Ceaseless, Rending)
4
4+
4/5
Abilities
Blessings of the 9th godUnnatural Regeneration

Blessings of the 9th god: Roll 1d3 when deploying this operative, it gains the following ability based on the result.

-Cruel wings: Ignore the first 2" of movement when climbing during it's activation -Oversized appendage: Improve this operative's hit stat by 1, it's melee weapons gain brutal special rule. -Countless tentacles: Enemy operatives in this operative's control range cannot be assisted, when this operative is fighting, the first time it would strike, inflict 1d3 damage on each other operative within it's control range.

Unnatural Regeneration: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one d6, on a 5+ subtract 1 from that inflicted damage.

40CHAOS
Goredrinker
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Magma axe (*Blaze)
4
3+
4/5
Abilities
*BlazeThirsting blades

*Blaze: The first time this operative would strike during its activation while fighting, the enemy operative it is fighting against gets a Blaze token. At the end of that operative's next activation, inflict 1d3 damage on that operative, and each of it's friendly operatives within it's control range

50CHAOS
Hellbeast
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Soul blades (Relentless)
5
3+
4/5
Abilities
Ancient HorrorThirsting blades
50CHAOS
Lamentor
A 4
M 6"
S 4+
W 50
Weapons
ATK
HIT
DMG
Hellfire (Hvy(Repos), Tor2")
6
3+
4/5
Damnation Beam (Prc 2, Hvy(Repos))
5
3+
6/7
Ravenous claws (Relentless, Rending)
5
3+
5/6
Abilities
Ancient HorrorLet The Galaxy BurnMental AssaultOtherworldly plating

Let The Galaxy Burn: Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Mental Assault: Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

Otherworldly plating: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

50CHAOS
Equipment
Ploys
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.