Necron NPO Operatives
Composition
Common Abilities and Options
Behaviour: Marksman:
This NPO will move to an ideal position to Shoot the enemy. When activated, if it will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Priorities:
- Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
- Shoot.
- Reposition If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil this).
- Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission
Points: 2:
Behaviour: Brawler:
This NPO will move towards the enemy to Fight them, but will seek cover on its way. When activated, if it will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Priorities:
- Fight.
- Charge the closest player operative via the shortest possible route.
- Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
- Dash towards the closest player operative, to cover if possible.
Points: 1:
Behaviour: Guardian:
This NPO will Shoot the enemy as a priority, but will fight if the need arises. When activated, if it will perform the Fight, Charge, or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Priorities:
- Fight.
- Shoot.
- Charge the closest player operative that’s within 4” of it via the shortest possible route.
- Reposition If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil this).
- Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission
Points: 3:
Steadfast:
Whenever determining **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.
Control: 4:
Living Metal:
In the Ready step of each Strategy phase, this operative regains up to D3+1 lost wounds.
Nemesis NPO:
- Extra Defence. Whenever an operative shoots this operative, collect and roll one additional defence dice, unless it's injured.
- Twin Activation. Activates twice per turning point (a player's nemesis can't activate again until all other friendly operatives are expended; max 12" move and 5AP per turning point).
- Mission Actions. Cannot perform mission actions other than Operate Hatch and Breach.
- Bulky. Can't stand on Vantage terrain >2" up; Fight control range may use 1" horizontal / 4" vertical; can move through non-NEMESIS operatives; ignores APL changes.
- Towering. Can't be given a Conceal order; can't be in cover or obscured by terrain <3" tall; can be shot while within control range of friendlies; moves through terrain <2" tall.
Necron Warrior
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss flayer (Prc1) | 4 | 4+ | 3/4 |
| Gauss reaper (Prc1, Rng 8") | 4 | 3+ | 3/4 |
| Combat attachment | 3 | 4+ | 3/4 |
Abilities
Behaviour: MarksmanPoints: 2UnrelentingCanoptek Scarab Swarm
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Feeder mandibles | 5 | 4+ | 1/2 |
Abilities
Behaviour: BrawlerPoints: 1Canoptek Tomb Crawler
A 2
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin gauss reapers | |||
| Twin gauss reapers (focused) (Prc1, Punishing) | 5 | 4+ | 4/5 |
| Twin gauss reapers (sweeping) (Prc1, Punishing, Tor 1") | 4 | 4+ | 4/5 |
| Transdimensional isolator (*Dimensional Banishment) | 5 | 4+ | 5/6 |
| Claws (Brutal) | 4 | 4+ | 4/4 |
Abilities
*Dimensional BanishmentBehaviour: GuardianPoints: 3SteadfastWeapon SentinelCanoptek Macrocyte
A 2
M 7"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss scalpel (Prc1) | 4 | 4+ | 3/4 |
| Tesla caster | |||
| Tesla caster (focused) | 5 | 4+ | 2/3 |
| Tesla caster (living lightning) (Blast 2") | 5 | 4+ | 2/3 |
| Claws & tail | 4 | 4+ | 3/4 |
Abilities
Behaviour: GuardianPoints: 1Canoptek Macrocyte Accelerator
A 2
M 7"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Atomiser beam (Rng 6", Lethal 5+) | 4 | 4+ | 3/4 |
| Claws & tail | 4 | 4+ | 3/4 |
Abilities
Behaviour: GuardianPoints: 1Flayed One
A 2
M 5"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flayer claws (Ceaseless, Rnd) | 4 | 3+ | 4/5 |
Abilities
Behaviour: BrawlerHorrifying FlayingPoints: 2Skorpekh Destroyer
A 2
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Skorpekh hyperphase weapons (Balanced, Lethal 5+, *Whirling Onslaught) | 4 | 3+ | 4/6 |
Abilities
*Whirling OnslaughtBehaviour: BrawlerHulkingPoints: 3Hexmark Destroyer
A 2
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Enmitic disintegrator pistols | |||
| Enmitic disintegrator pistols (focused) (Rng 9", Ceaseless, Dev2, Prc1, Sat) | 5 | 4+ | 3/2 |
| Enmitic disintegrator pistols (sweeping) (Rng 9", Ceaseless, Dev2, Prc1, Sat, Tor 2") | 4 | 4+ | 3/4 |
| Enmitic disintegrator pistols | 5 | 3+ | 3/4 |
Abilities
Behaviour: MarksmanMulti-Threat EliminatorPoints: 3Royal Warden
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic gauss blaster (Lethal 5+, Prc1) | 4 | 3+ | 4/6 |
| Bayonet | 4 | 3+ | 3/4 |
Abilities
Behaviour: MarksmanEngrammatic LogicPoints: 3Lychguard
A 2
M 5"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hyperphase sword (Lethal 5+, *Shield) | 4 | 3+ | 4/6 |
| Warscythe (Lethal 5+) | 4 | 3+ | 5/7 |
Abilities
*ShieldBehaviour: BrawlerPoints: 3Deathmark
A 2
M 5"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Synaptic disintegrator (Dev2, Hvy(Dash), Prc1, Severe) | 4 | 2+ | 4/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Behaviour: MarksmanDeathmarkedPoints: 3Immortal
A 2
M 5"
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gauss blaster (Prc1) | 4 | 3+ | 4/5 |
| Tesla carbine (2" Dev1) | 5 | 3+ | 3/3 |
| Bayonet | 4 | 3+ | 3/4 |
Abilities
Behaviour: MarksmanPoints: 3SteadfastCanoptek Wraith
A 5
M 7"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Particle caster (Dev1, Rng 8") | 6 | 3+ | 3/4 |
| Transdimensional beamer (Prc1, Rng 8") | 5 | 3+ | 4/6 |
| Vicious claws (Lethal 5+, Rending) | 4 | 3+ | 5/6 |
| Whip coils (Ceaseless) | 5 | 3+ | 4/6 |
Abilities
Behaviour: BattlerControl: 4Living MetalNemesis NPOPoints: 5ShroudedCanoptek Spyder
A 6
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Particle beamer (Blast 2", Lethal 5+) | 5 | 3+ | 3/5 |
| Automaton claws (Lethal 5+, Rnd) | 4 | 3+ | 5/6 |
Abilities
Behaviour: GuardianControl: 4ImplacableLiving MetalNemesis NPOPoints: 8Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.