Genestealer Cults NPOs

Homebrew by Omnissiah

Rules for Genestealer Cults NPOs for any Killzone.

100% positive
Composition

Roll a D6 per operative, the result spawns the corresponding NPOs from this list

1: Neophyte Warrior 2: Acolyte Hybrid 3: Metamorph Hybrid 4: Purestrain Genestealer 5: Aberrant 6: Atalan Jackal

What gear they have is up to you.

Neophyte Warrior
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Shotgun (Rng 6")
4
3+
3/3
Cult Knife
3
4+
3/4
NPO
Acolyte Hybrid
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Blasting Charges (Rng 4", Sat, Blast 1")
4
4+
3/5
Demolition Charges (Piercing 1, Saturate)
4
4+
4/6
Cult Blades
4
3+
3/4
Heavy Rock Saw (Brutal, Rending)
5
4+
5/6
Abilities
First Into Battle

First Into Battle: Operatives with this ability can charge even with a conceal order.

NPO
Hybrid Metamorph
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Hand Flamer (Rng 6", Sat, Torrent 1")
4
3+
3/3
Blasting Charge (Rng 4", Sat, Blast 1")
4
4+
3/5
Mutated Claws (Rending)
4
3+
3/5
Mutated Talons (Brutal)
4
4+
4/5
Abilities
Horrible Mutations

Horrible Mutations: Operatives with this ability have two successful defence dice instead of one as a result of cover.

NPO
Purestrain Genestealer
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Double Rending Claws (Ceaseless, Rending)
5
3+
4/5
Rending Claws (Rending)
5
3+
4/5
Scything Talons (Balanced)
5
3+
4/6
Abilities
Hidden HorrorLightning Reflexes

Hidden Horror: This operative counts as concealed behind cover, regardless of any other rules.

Lightning Reflexes: This operative ignores the Piercing rule.

Each time this operative is activated, it can perform a free Dash action during its activation.

NPO
Aberrant
A 2
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Hypermorph Tail (Rng 4", Silent)
3
4+
3/4
Aberrant Power Weapon (Lethal 5+, Brutal)
5
3+
5/6
Abilities
Hulking MonsterThick Plating

Hulking Monster: This operative deals 2 damage ahead of the fight order whenever it charges an enemy operative.

Thick Plating: This operative reduces damage of 4 or higher by 1.

NPO
Atalan Jackal
A 2
M 8"
S 4+
W 8
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Autogun
4
4+
2/3
Shotgun (Rng 6")
4
3+
3/3
Blasting Charges (Rng 4", Sat, Blast 1")
4
4+
3/5
Power Weapon (Lethal 5+)
4
3+
4/6
Cult Weapons (Severe)
4
3+
3/4
Abilities
DaredevilsHard To Hit

Daredevils: This operative can perform the fall-back action for 1 AP less. This operative also reduces vertical movement distance to 1".

Hard To Hit: This operative ignores the Piercing rule.

NPO
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 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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.