Tombs Beyond Counting NPOs

Homebrew by mvasta
  • Additional Necron NPOs from White Dwarf 517.
  • Use alongside the Tomb World NPOs and Event Cards.
100% positive
Composition

Flayer Curser Infected Tomb

  • Flayed Ones can be used in place of any Necron Warrior NPOs the mission pack calls for (including from event cards), and the Flesh Hunger event card can be added to your deck of Tomb World event cards while playing.

Destroyer Cult Tomb

  • Skorpekh Destroyers and Hexmark Destroyers can be used in place of any Canoptek Tomb Crawler NPOs the mission pack calls for, and the Rewards of Annihilation event card can be added to your deck of Tomb World event cards while playing.

Crownworld of the Dynasty Tomb

  • The first time you would set up a Canoptek Tomb Crawler NPO, instead set up a Royal Warden NPO and then a Lychguard NPO with either a hyperphase sword or warscythe within the Royal Warden NPO's control range. Whenever the Awakened Warrior vent card is drawn from the event card deck, you can set up a Lychguard NPO with either melee weapon instead a Necron Warrior NPO. The Enforcer of Phaerons event card can be added to your deck of Tomb World event cards while playing.
Common Abilities and Options

Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order. It will perform the Operate Hatch action where necessary to fulfill its behavior.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfill this, if able).
  4. Dash towards the closest player operative, to cover if possible.
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.

Skorpekh 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
BehaviourHulkingWhirling Onslaught

Hulking: Whenever this NPO is fighting or retaliating with this weapon, each time it strikes with a critical success, also inflict D3 damage on each other player operative within this NPO's control range.

Whirling Onslaught: Whenever this NPO is fighting or retaliating with this weapon, each time it strikes with a critical success, also inflict D3 damage on each other player operative within this NPO's control range.

Hexmark Destroyer
A 2
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Enmitic disintegrator pistols
Focused (Rng 9", Ceaseless, Devastating 2, Piercing 1, Saturate)
5
3+
3/2
Sweeping (Rng 9", Devastating 2, Piercing 1, Saturate, Torrent 2")
4
3+
3/2
Enmitic disintegrator pistols
5
3+
3/4
Abilities
BehaviourMulti-Threat Eliminator

Multi-Threat Eliminator: Whenever a player operative within 8" of this NPO is shooting it, keep track of each attack dice that's discarded as a fail. After the action, before incapacitated operatives are removed (including this one, if relevant), this NPO can perform a free Shoot action (you can change its order to Engage to do so), but it can only target that player operative with its enmitic disintegrator pistols (focused), and you only roll a number of attack dice equal to the opponent's attack deice plus one (to a maximum of four).

Royal Warden
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Relic gauss blaster (Lethal 5+, Piercing 1)
4
3+
4/6
Bayonet
4
3+
3/4
Abilities
BehaviourEngrammatic Logic

Engrammatic Logic: Whenever an NPO is within 6" of this NPO, you can ignore any changes to that NPO's stats from being injured (including its weapons' stats).

Lychguard
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
BehaviourGuardian ProtocolShield

Guardian Protocol: Whenever a player operative is performing a Shoot action, if this NPO has an Engage order, the player(s) cannot select a Royal Warden NPO within this NPO's control range as a valid target.

Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Equipment
Ploys

Strategic - Flesh Hunger:
The scent of fresh victims draws Flayed Ones like the scent of blood lures a predator. Spilling from dark alcoves or scissoring open dimensional portals, they surge forward on the hunt.

If no Flayed One NPOs are in the killzone, set one up ready with a Conceal order in a location it can be placed so that:

  • In Joint Ops, the access point of a random hatchway is within its control range and that NPO is wholly within NPO territory.
  • In Adversary Ops, it has a random objective marker within its control range.

If this isn't possible, set it up as close as possible. Place it within control range of a player operative if possible.

If one or more Flayed One NPOs are already in the killzone, select one to immediately perform a free Charge or Reposition action towards the closest player operative.

If you cannot do either of the above, draw a different event card.


Strategic - Rewards of Annihilation:
Whatever stunted emotions are left to a Destroyer are sparked in a sliver of gruesome satisfaction with every murder, triggering quiescent power reserves that enable it to continue the slaughter.

Whenever a Skorpekh Destroyer or Hexmark Destroyer NPO incapacitates a player operative, that NPO regains up to D3 lost wounds, or 2D3 if that player operative had a Wounds stat of 12 or more.


Strategic - Enforcer of the Phaerons:
With a capacity for initiative denied to lesser Necrons, Royal Wardens act as conduits of the will of their masters. To effect the directives of their ruler, they adapt the responses of those under their command and coordinate them to deadly efficiency.

Whenever an NPO is in the same room as a Royal Warden NPO, its weapons have the Ceaseless weapon rule.

If there is no Royal Warden NPO in the killzone, draw a different event card.


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.