SpicyWater's Homebrew Bossfights NPOs

Homebrew by SpicyWater

BOSS FIGHTS!

100% positive
Composition

You may have one Operative with the Terminus-Class Operative ability. You may include up to 5 other operatives from any other kill teams. Common new keywords/Abilities: -Slam Whenever a melee weapon with this keyword is activated, the attack is considered to target every opposing model within control distance. -Terminus-Class Operative This operative is allowed to repeat actions up to twice per turn.

Common Abilities and Options

Terminus-Class Operative:
This operative is allowed to repeat actions up to twice per turn. This operative cannot be concealed.

Helbrute
A 3
M 6"
S 3+
W 27
Weapons
ATK
HIT
DMG
Helbrute Plasma Cannon
Default (Blast 2")
2
3+
7/10
Overcharged (Blast 4", Hot)
2
4+
10/15
Helbrute Hammer
Strike
1
2+
10/15
Slam (*Slam)
4
4+
5/6
Abilities
*Slam3AP: Rage-Fueled AssaultTerminus-Class Operative2AP: Warping Plate

*Slam: Whenever a melee weapon with this keyword is activated, the attack is considered to target every opposing model within control distance.

Rage-Fueled Assault (3AP): Make a charge against the nearest opponent. If succseful, the target takes 2d6 damage.

Warping Plate (2AP): Instantly restore 2d3 wounds.

Redemptor Dreadnought
A 3
M 6"
S 3+
W 33
Weapons
ATK
HIT
DMG
Redemptor Onslaught Gatling Cannon
Focus Fire (Torrent 2")
10
4+
3/4
Sweeping Fire (Torrent 6")
8
5+
3/4
Heavy Flamer (Rng 6", Torrent 2", Saturate)
4
2+
3/4
Icarus Rocket Pods (Blast 3", Saturate)
4
3+
3/4
Redemptor Fist
Strike
6
3+
5/7
Slam (Slam)
4
4+
5/7
Abilities
1AP: Armour of ContemptTerminus-Class Operative

Armour of Contempt (1AP): Select an enemy operative. That operative's damage is reduced to 0/0 until the next turning point. This ability may only be used once per turning point.

Carnifex
A 3
M 8"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bio-Plasma
Default (Blast 3", Saturate, Rng 12")
4
4+
4/5
Overcharge (Blast 6", Saturate, Hot, Rng 8")
4
4+
6/7
Scything Claws
Stab (Piercing Crits 2)
4
3+
3/4
Slash (Slam)
4
4+
3/4
Abilities
Adrenal Rush1AP: Hyper-Adaptive BiologyInstinctive BehaviorTerminus-Class Operative

Adrenal Rush: Make a free Charge action

Hyper-Adaptive Biology (1AP): Restore 3d6 wounds to this operative. this may only be used once per turning point.

Instinctive Behavior: If this operative can attack an eligible enemy operative, it must do so.

Canoptek Doomstalker
A 2
M 3"
S 4+
W 20
Weapons
ATK
HIT
DMG
Doomsday Blaster
Default (Blast 6", Saturate)
4
4+
5/7
Supercharge (Blast 9", Saturate, Piercing 1)
4
4+
10/13
Twin-Linked Gauss Reapers (Piercing Crits 1, Rng 12")
4
4+
3/4
Abilities
1AP: Restoration ProtocoolsStalking DestroyerTerminus-Class Operative

Restoration Protocools (1AP): This model restores 2d3 wounds.

Stalking Destroyer: This Operative considers light cover as no cover, and full cover is considered light cover. This Operative may fire ranged weapons while within control distance of another operative. If the target is in control distance, the weapon may not have the BLAST keyword.

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.