Deathshrouds + Champion NPO

Homebrew by Gatekeeper_grizzy

Deathshroud Champion + 2 of his henchmen.

They are made to be simple minded NPOs to lowkey simulate playing Loot against an opponent.

100% positive
Composition
  • 1 Champion
  • 1 Deathshroud A
  • 1 Deathshroud B

Deployment:

  1. Deathshroud A
  2. Deathshroud B
  3. Champion
  • Put numbered tokens on each objective marker
  • Deploy each operative on an objective marker.
  • Roll D3 to determine where to deploy Deathshroud A.
  • Roll D6 to determine where to deploy Deathshroud B (1-3= deploy on lowest number objective marker, 4-6= deploy on highest number objective marker)
  • Deploy Champion on remaining objective marker

Kill Op scoring:

Deathahroud = 1 VP Champion = 3 VP

Behavior:

Order priority:

An operative goes/stays in conceal unless it would performe a shoot or charge action as its first or second action

action priority:

An NPO will always perform the first action on the following list they are able to

  1. Mind Poison (target closest enemy, on a tie: lowest wound stat, if still tied: player chooses)
  2. Fight
  3. Loot
  4. Shoot (always picks weapon option with lowest Range)
  5. Charge (move to enemy operative with lowest wound stat, on a tie: a ready enemy operative, if there is still a tie: the player chooses)
  6. Dash into cover/objective (whatever is closer)
  7. Reposition into cover/objective (whatever is closer)
  8. Guard (trigger anytime it's possible)

activation priority:

  1. Operative within control range of an enemy (tie breaker: highest number of enemy operatives within control range)
  2. Operative closest to any enemy operative

if there is still a tie activate in the following order:

  1. Deatshroud A
  2. Deathshroud B
  3. Champion

NPO "Tac Op":

1 VP for each VP earned through Kill Op

Common Abilities and Options

Astartes:
Can perform 2 shoot actions and/or 2 Fight actions instead of 1.

Elite NPO:
- Whenever this operative counteracts it can act like it would in a normal activation

  • This operative can counteract in conceal

  • This operative can perfom the guard action while in conceal (change its order to engage when Guard is triggered)

  • This operative can counteract up to 2 times per turning point, if it is the last operative in its team it can counteract up to 6 times per turning point

Champion
A 3
M 5"
S 4+
W 50
Weapons
ATK
HIT
DMG
Gun (Rending, Blast 2, Stun, Dev 2, Rng 9")
5
4+
3/2
Shotgun (Lethal 5, Piercing 1, Rending, Devestating 1, Stun, Blast 2, Rng 6")
4
4+
4/3
Sycthe (Lethal 5, stun, shock, rending, Devestating 3)
4
3+
6/4
Abilities
AstartesElite NPOFeeling no pain1AP: Mind Poison

Feeling no pain: This operative ignores being injured

Mind Poison (1AP): Select an enemy operative visible to and within 8" of this operative that is not in control range of this operative. Roll D6 on a 3+ put a Mind Poison token on the selected operative.

Enemy with mind poison tokens am are considered friendly operatives until the token gets removed.

If an enemy operative with an Mind Poison token activates, it must charge the closest operative allied to it and perform a fight action on that operative. The mind poisend operative must use all their sucesses to damage the other operstive. If no allied operative is in range for a charge, the operative with the Mind Poison token suffers D3+1 damage. Remove the Mind Poison token afterwards

Astartes, Chaos
Deathshroud A
A 3
M 5"
S 4+
W 20
Weapons
ATK
HIT
DMG
Gun (Lethal 5, Blast 1, Rng 9")
4
4+
4/4
Toxic breath (Stun, Torrent 2, Piercing 1, Rng 6")
4
3+
2/2
Sycthe (Shock, Stun, devestating 3)
4
3+
5/4
Abilities
AstartesElite NPO
Deathshroud B
A 3
M 5"
S 4+
W 20
Weapons
ATK
HIT
DMG
Gun (Lethal 5, Blast 1, Rng 9")
4
4+
4/4
Toxic Breath (Stun, Torrent 2, Piercing 1, Rng 6")
4
3+
2/2
Sycthe (Shock, Stun, devestating 3)
4
3+
5/4
Abilities
AstartesElite NPO
Equipment
Ploys

Firefight - Body Block:
If an enemy performs a shoot action on a Deathshroud Terminator and another enemy operative is within control range of a Deathshroud Terminator:

Roll a D6. If the result is higher than the APL stat of the enemy within control range, it becomes the target for the enemys shoot action.


Firefight - Paralyzing Smell:
After an enemy operative performed a charge on a Deathshroud Terminator:

Roll a D6. If the result is higher than the APL stat of the enemy operative that performed the charge, it in instantly loses 1 APL until the start of the next turning point.


Firefight - Last Breath:
If a Deathshroud Terminator would be incapaciteded:

  • Roll a D6.

  • If the result is equal or higher than the save stat of the Deathshroud Terminator operative: The operative remains on the kill zone its wound stat cannot sink below 1 until the end of that activation.


Firefight - Countermeasure:
If an enemy within 3" of a Deathshroud Terminator activates:

That Deathshroud Terminator performs a charges the activated operative


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.