Chaos: NPO's (Conversions)

Homebrew by MandoClan

This is a list of Units to use for Solo/Co-Op gameplay.

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Composition

No set comp. Mix and match as you choose.

Common Abilities and Options

Astartes:
This NPO can perform two Fight or two Shoot actions during each of its activations. If it's two Shoot actions, a bolt pistol or boltgun must be selected for both of them.

CHAOS NEMESIS: Wardog Stalker
A 5
M 6"
S 3+
W 75
Weapons
ATK
HIT
DMG
Heavy Onslaught Gatling Cannon (Hvy(Repos), Selection 2, Tor2")
6
3+
4/5
Slaughterclaw (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: GuardianAllegiance: ChaosTrait: Violent Demise

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: Guardian: This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Shoot.
  3. Charge the closest player operative that's within 4" of it via the shortest possible route.
  4. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  5. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Allegiance: Chaos: Let The Galaxy Burn:

Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Trait: Violent Demise: From detonating ammunition stores to corrosive innards and frenzied death throes, some large targets are dangerous even in defeat.

If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

80NEMESIS, CHAOS
CHAOS: Legionary
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng8")
4
3+
3/4
Boltgun
4
3+
3/4
Flamer (Rng8", Sat, Tor2")
4
2+
3/3
Heavy bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor1")
4
3+
4/5
Meltagun (Rng6", Dev 4, Prc 2)
4
3+
4/5
Missile launcher
Frag (Blast 2", Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Prc 1)
4
3+
5/7
Plasma gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Reaper chaincannon
Focused (Ceaseless, Hvy(Repos), Punishing)
5
3+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor2")
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBehaviour - Battler/GuardianWeapon Options

Behaviour - Battler/Guardian: #### Battler

This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  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).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

Guardian

This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Shoot.
  3. Charge the closest player operative that's within 4" of it via the shortest possible route.
  4. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  5. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Weapon Options: This NPO has either a boltgun and fists or a bolt pistol and chainsword. 1 in 5 can have a ranged weapon marked with an asterisk (*) instead of a boltgun. Note that if a weapon with an asterisk has multiple profiles, it's still the same ranged weapon.

32CHAOS
CHAOS: Lesser Daemon
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Daemonic weapon (Lethal 5+)
4
3+
4/5
Abilities
Behaviour - Brawler

Behaviour - Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  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).
  4. Dash towards the closest player operative, to cover if possible.
32CHAOS
CHAOS: Chaos Cultist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pistol (Rng8")
4
4+
2/3
Close combat weapon
4
4+
2/3
Abilities
Behaviour - BattlerMob

Behaviour - Battler: This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  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).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

Mob: Whenever this NPO is within 3" of any other friendly CULTIST NPOs, add 1 to both Dmg stats of this NPO's weapons and they have the Accurate 1 weapon rule.

25CHAOS
CHAOS: Tzaangor Horn Bearer
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Dagger
4
4+
3/5
Abilities
0AP: Brayhorn

Brayhorn (0AP): Until the Ready step of the next Strategy phase, add 1" to the Move stat of friendly WARPCOVEN TZAANGOR operatives.

This operative cannot perform this action while within control range of an enemy operative.

32CHAOS
CHAOS: Tzaangor Warrior
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Chainsword
4
4+
4/5
Tzaangor Blade & Shield (*Shield)
4
4+
3/4
Tzaangor Blades (Balanced)
4
4+
4/5
Abilities
*Shield

*Shield: This operative has a 4+ Save stat, and whenever it's fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

32CHAOS
CHAOS: Tzaangor Icon Bearer
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Dagger
4
4+
3/5
Abilities
Herd BannerIcon Bearer

Herd Banner: Whenever an attack dice inflicts Normal damage of 3 or more on a friendly WARPCOVEN TZAANGOR operative that’s visible to and within 3" of this operative, subtract 1 from that inflicted damage.

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

32CHAOS
CHAOS: Rubric Marine Warrior
A 3
M 5"
S 2+
W 14
Weapons
ATK
HIT
DMG
Inferno Boltgun (Prc1)
4
3+
3/4
Fists
3
3+
3/4
Abilities
AstartesSlow And PurposefulSorcerous Automata

Slow And Purposeful: Whenever this operative is shooting, if it hasn’t performed the Charge or Reposition action during the activation, or if it is a counteraction, its ranged weapons have the Ceaseless weapon rule. Note this operative isn’t restricted from performing these actions after shooting.

Sorcerous Automata: Whenever this operative is activated, subtract 1 from its APL stat until the end of that activation, unless a friendly WARPCOVEN SORCERER operative is within 9" of it.

32CHAOS
CHAOS: Sorcerer Of Destiny
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Doombolt (Psychic, Dev2, Lethal 5+)
4
3+
4/2
Inferno Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Warpflame Pistol (Rng 6", Prc1, Tor 1")
4
2+
3/3
Force Stave (Psychic, Shock)
4
3+
4/6
Prosperine Khopesh (Lethal 5+)
5
3+
4/6
Abilities
AstartesBoons Of Tzeentch1AP: Protected By Fate1AP: Ravage Destiny
Options
[BOT] Twist Of Fate

Boons Of Tzeentch: Whenever you select a SORCERER operative for the battle, you must select a BOON OF TZEENTCH (below) for it to have for the battle. You cannot select each BOON OF TZEENTCH more than once per battle.

Protected By Fate (1AP): PSYCHIC Select one friendly WARPCOVEN operative visible to this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever an operative is shooting that selected operative, you can re-roll any of your defence dice.

This operative cannot perform this action while within control range of an enemy operative.

Ravage Destiny (1AP): PSYCHIC Select one enemy operative visible to and within 9" of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6, and whenever determining control of a marker, treat that enemy operative’s APL stat as 1 lower. Note this is not a change to its APL stat, so any changes are cumulative with this.

This operative cannot perform this action while within control range of an enemy operative.

[BOT] Twist Of Fate: This operative’s PSYCHIC ranged weapons have the Piercing Crits 1 weapon rule.

32CHAOS
Equipment
Ploys
TacOps