C'Tan Shard of the Nightbringer Boss Fight REVAMPED

Homebrew by rolomics

This new version of the Nightbringer brings a much more terrifying and persistent threat to the killzone with more actions and guaranteed multiple activations!

100% positive
Composition
Common Abilities and Options

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.
C'Tan Shard of the Nightbringer
A 3
M 5"
S 4+
W 25
Weapons
ATK
HIT
DMG
Gaze of death (Rng 6", Dev5, Severe)
4
3+
5/0
Scythe of the Nightbringer (Lethal 5+, Rending)
5
3+
5/6
Abilities
BehaviourDomineering PresenceIndomitable ReanimationMighty FoeNecrodermis

Domineering Presence: This operative can move through parts of terrain features (including Wall terrain features) as if they were not there (taking 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.

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.
  • This operative begins its activation.

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). In the Ready step of each Strategy phase, roll D3+1. After that many activations have been completed, this operative must activate. This operative can perform two Fight actions during its activation, but cannot move more than 12" per turning point. Whenever this operative ends its activation, roll again to see how many other activations this operative may activate again.

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.

Flayed One
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer claws (Ceaseless, Rending)
4
3+
4/5
Abilities
BehaviourHorrifying Flaying

Horrifying Flaying: Whenever this NPO incapacitates a player operative while fighting or retaliating, select one other player operative visible to and within 3" of either this NPO or the incapacitated player operative and roll one D6; on a 3+, subtract 1 from that other player operative's APL stat until the end of its next activation.

Equipment
Ploys
TacOps