JDs Necrons NPOs

Homebrew (Unpublished) by iammetalman
Composition
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 fulfil its behaviour.

  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 fulfil this, if able).
  4. Dash towards the closest player operative, to cover if possible.
Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Abilities
Behaviour
40NECRON, TOMB WORLD MISSION PACK
Necron Warrior
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prc 1)
4
4+
3/4
Gauss Reaper (Rng 8", Prc 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Abilities
Behaviour
32NECRON, TOMB WORLD MISSION PACK
Canoptek Tomb Crawler
A 2
M 5"
S 3+
W 21
Weapons
ATK
HIT
DMG
Twin Gauss Reapers
Focused (Prc 1, Punishing)
5
4+
4/5
Sweeping (Prc 1, Punishing, Tor 1")
4
4+
4/5
Transdimensional Isolator (*Dimensional Banishment)
5
4+
5/6
Claws (Brutal)
4
4+
4/4
Abilities
*Dimensional BanishmentBehaviourSteadfastWeapon Sentinel

*Dimensional Banishment: After this operative uses this weapon, if you inflicted damage or retained any critical successes, if the target wasn't incapacitated, roll 2D6: if the result is higher than the target's remaining wounds, the target is incapacitated.

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.

Weapon Sentinel: Whenever you're selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

50NECRON, TOMB WORLD MISSION PACK
Canoptek Macrocyte
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Tesla Caster
Focused
5
4+
2/3
Living Lightning (Blast 2")
5
4+
2/3
Gauss Scalpel (Prc 1)
4
4+
3/4
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence ConstructBehaviour

Aggressive Defence Construct: If this operative is incapacitated by a player operative within 2" of it, roll one D3: on a 2+, inflict damage on that player operative equal to the result.

28NECRON, TOMB WORLD MISSION PACK
Royal Warden
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Relic Gauss Blaster (Lethal 5+, Prc 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).

32NECRON, TOMBS BEYOND COUNTING, WD517
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.

28NECRON, TOMBS BEYOND COUNTING, WD517
Hexmark Destroyer
A 2
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Enmitic Disintegrator Pistols
Focused (Rng 9", Ceaseless, Dev 2, Prc 1, Sat)
5
3+
3/2
Sweeping (Rng 9", Dev 2, Prc 1, Sat, Tor 2")
4
3+
3/2
Enmitic Disintegrator Pistols (point-blank)
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 discarded attack dice plus one (to a maximum of four).

50NECRON, TOMBS BEYOND COUNTING, WD517
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
*ShieldBehaviourGuardian Protocol

*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).

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.

32NECRON, TOMBS BEYOND COUNTING, WD517
Skorpekh Destroyer
A 2
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Skorpekh Hyperphase Weapons (Bal, Lethal 5+, *Whirling Onslaught)
4
3+
4/6
Abilities
*Whirling OnslaughtBehaviourHulking

*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.

Hulking: Whenever player(s) are selecting a valid target, if this NPO has a Conceal order, it cannot use Light terrain for cover. While this can allow this NPO to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

50NECRON, TOMBS BEYOND COUNTING, WD517
C’tan Shard Of The Nightbringer
A 2
M 5”
S 4+
W 25
Weapons
ATK
HIT
DMG
Gaze of death (Range 6", Devastating 5, Severe)
4
4+
5/0
Scythe of the Nightbringer (Lethal 5+, Rending)
5
3+
5/6
Abilities
Domineering PresenceIndomitable ReanimationMighty FoeNecrodermis

Domineering Presence: This operative can move through parts of terrain features (including Wall terrain features) as if they weren’t there (this takes 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 markerunderneath 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.

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). Whenever it’s the NPOs’ turn to activate, roll one D6: on a 4+, activate this NPO (or skip the activation if it isn’t in the killzone); on a 1-3, activate another ready NPO (or skip the activation if there aren’t any in the killzone). This operative can perform two Fight actions during its activation, but cannot move more than 12" per turning point.

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.

90NECRON, SHADOWHUNT MISSION PACK
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


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.