Homebrew NPOs

Homebrew (Unpublished) by laughing_plague
Composition
Common Abilities and Options

Living Metal:
At the start of each command phase, this operative regains 1d3+2 lost wounds, but may not heal above its original wounds stat.

Behavior: Marksman:
MARKSMAN

This NPO will move to an ideal position to shoot the enemy, but will fight if it can't do anything else. When activated, if it will perform the SHOOT or FIGHT action 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.) Fall Back. 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.

2.) Shoot.

3.) 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).

4.) 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.

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.

Behavior: Battler:
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.

Astartes:
During each friendly HERETIC ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolter or bolt pistol must be selected for at least one of them.

Each friendly HERETIC ASTARTES operative can counteract regardless of its order.

Veteran of the Long War:
Whenever this operative is selecting an enemy operative as the target of a SHOOT action, if that enemy operative is the closest valid target then this operatives ranged weapons have the Balanced weapon rule.

Tainted Relic Armor:
Whenever an operative is shooting a friendly TERMINATOR operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Behavior:
This NPO will move to an ideal position to shoot the enemy, but will fight if it can't do anything else. When activated, if it will perform the SHOOT or FIGHT action 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.

Action Order:
1.) Fall Back: 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.

2.) Shoot.

3.) 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, if able.)

4.) 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.

5.) Fight.

Weapons:
This operative may be equipped with one of the following profiles:

  • Storm Bolter, Accursed Weapon

  • Storm Bolter, Power Fist

  • Twin Lightning Claws

Necron Warrior
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Piercing 1)
4
4+
3/4
Gauss Reaper (Range 8", Piercing 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Options
BehaviorAction Order
32
Immortal
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
Gauss Blaster (Piercing 1)
4
3+
4/5
New Weapon (2" Dev 1)
5
3+
3/3
Bayonet
4
3+
3/4
Options
BahaviorAction Order

Bahavior: This NPO will move to an ideal position to shoot the enemy, but will fight if it can't do anything else. When activated, if it will perform the SHOOT or FIGHT action 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.

32
Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Options
BehaviorAction Order
32
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
32
Canoptek Wraith (BOSS)
A 3
M 8"
S 3+
W 25
Weapons
ATK
HIT
DMG
Trans-Dimensional Beamer (*Dimensional Banishment, Balanced)
5
4+
5/6
Vicious Claws (Dev 2, Rnd)
4
4+
5/5
Whip Coils (Ceaseless)
6
4+
3/5
Abilities
*Dimensional BanishmentLiving Metal1AP: Phase Shift

*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 (taking precedence over rules that prevent incapacitation, e.g. Medic!, FELLGOR RAVAGER Frenzy) and your opponent cannot place a Reanimation marker (HIEROTEK CIRCLE ) for that operative, if relevant.

Phase Shift (1AP): When this operative would take a reposition action, it may instead choose to Phase Shift. When doing so, it may ignore intervening terrain when performing the reposition action, but must subtract 2" from any movement it makes when it does so.

32
Canoptek Spyder (BOSS)
A 3
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Dual Particle Caster (Dev 1, Sev, Rng 8")
5
2+
3/3
Canoptek Claws (Brutal, Shock)
4
3+
6/8
Abilities
Living Metal1AP: Scarab Hive
Options
BevhaviorControl

Scarab Hive (1AP): If there are no friendly CANOPTEK SCARAB SWARM units in the Killzone and this operative is not within control range of any enemy operatives, place one friendly CANOPTEK SCARAB SWARM operative within this operatives control range ready with a conceal order, and as close to enemy operatives as possible without being in engagement range. If this is not possible, the AP spent on this action is refunded.

Bevhavior: Guardian

Control: This operative's APL counts as 4 for the purpose of objective control and for rules that compare a dice result to the operative's APL stat.

32
Guard Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Special Weapon (Prc1, *Specialist)
4
4+
4/5
Knife
3
4+
2/3
Abilities
Behavior: MarksmanLet the Galaxy BurnSpecialist

Specialist: Only 1 in 3 TROOPER operatives may replace their Lasgun with this weapon. A TROOPER operative with this weapon may be spawned even if the two friendly TROOPER operatives preceding it have since been incapacitated.

32CHAOS, TRAITOR GUARDSMAN, TROOPER, NPO
Guard Enforcer
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Fist (Brutal)
4
4+
5/7
Abilities
Behavior: BattlerGrueling DisciplinarianLet the Galaxy Burn

Grueling Disciplinarian: Whenever a friendly NPO is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (Including its weapons' stats). Whenever a friendly NPO is activated within 6" of this operative, you can ignore any changes to that operative's stats from being injured until the end of its activation (including its weapons' stats).

32CHAOS, TRAITOR GUARDSMAN, ENFORCER, NPO
Chaos Tactical Marine
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolter
4
3+
3/4
Plasma Gun^ (Prc1)
4
3+
4/5
Bolt Pistol (Rng 8")
4
3+
3/4
Melta Gun^ (Dev 4, Prc 2, Rng 8")
4
3+
6/3
Rocket Launcher ^ (Hvy(Repos), Blast 2")
4
3+
3/5
Fists
4
3+
3/4
Abilities
AstartesBehavior: MarksmanVeteran of the Long War
Options
Weapon Options

Weapon Options: This NPO has a boltgun, bolt pistol, and fists. 1 in 4 can have a ranged weapon marked with an arrow (^) instead of a boltgun. Note that if a weapon with an arrow has multiple profiles, it's still the same ranged weapon.

32CHAOS, HERETIC ASTARTES, TACTICAL MARINE, NPO
Chaos Assault Marine
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesBehavior: BrawlerLet the Galaxy Burn

Behavior: Brawler: BRAWLER

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.

32CHAOS, HERETIC ASTARTES, ASSAULT MARINE, NPO
Chaos Marine Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Special Weapon (Prc 1)
4
3+
4/5
Bolt Pistol
4
4+
3/4
Fists
4
3+
3/4
Abilities
AstartesBehavior: MarksmanVeteran of the Long War
32CHAOS, HERETIC ASTARTES, GUNNER, NPO
Chaos Terminator
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Power Fist (Brutal)
5
4+
5/7
Twin Lightning Claws (Ceaseless, Lethal 5+)
6
3+
4/6
Accursed Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesBehavior: BattlerLet the Galaxy BurnTainted Relic Armor
Options
Weapons
40CHAOS, HERETIC ASTARTES, TERMINATOR, NPO
Chaos Terminator Gunner
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Reaper Autocannon (Hvy(Repos), Dev1)
5
3+
4/4
Power Fist (Brutal)
5
4+
5/7
Abilities
BehaviorLet the Galaxy BurnTainted Relic Armor

Behavior: 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.

40CHAOS, HERETIC ASTARTES, TERMINATOR, GUNNER, NPO
Chosen
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol (Prc1, Rng 8")
4
3+
4/5
Accursed Weapon (Lethal 5+, Rnd)
5
3+
4/6
Abilities
AstartesBehavior: BattlerLet the Galaxy BurnSoul Gorge

Soul Gorge: After this operative fights or retaliates, if it is not incapacitated, but it incapacitated an enemy operative during that sequence, it regains D3+1 lost wounds.

32CHAOS, HERETIC ASTARTES, CHOSEN, NPO
Ork Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8", Punishing)
4
5+
3/4
Shoota (Punishing)
5
5+
3/4
Rokkit Launcha (Blast 1", Punishing, Hvy(Repos))
6
5+
4/5
Burna (Rng 8", Sat, Tor 2")
4
2+
3/3
Big Shoota (Ceaseless, Hvy(Repos), Punishing)
6
5+
3/4
Choppa
4
3+
4/5
Fists
3
3+
3/4
Abilities
Da Green Tide
Options
Weapons

Da Green Tide: If this operative starts its activation within 3" of another friendly Boy operative, until the start of its next activation its melee weapons gain the Balanced weapon rule. If it starts its activation within 3" of a friendly Nob operative its melee weapons instead gain the Ceaseless weapon rule.

32Ork, Boy, NPO
Ork Nob
A 3
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Kombi-Rokkit
Shoota (Punishing)
5
5+
3/4
Rokkit (Blast 1", Punishing, Lim 1)
5
5+
4/5
Big Choppa
5
3+
5/6
Power Klaw (Brutal, Shock)
4
3+
5/7
Abilities
Dead 'ArdKrump 'em
Options
Weapons

Dead 'Ard: Whenever this operative is selected as the target of a shooting attack, it may choose to re-roll any or all of its defense dice.

Krump 'em: This operative can perform two Fight actions per activation.

32Ork, Nob, NPO
Grot
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
3
4+
2/3
Grot Choppa
3
5+
2/3
Abilities
0AP: Power Snak

Power Snak (0AP): If a friendly Boy or Nob operative is wounded and begins its activation within control range of a friendly Grot operative, it may perform this free action to eat that Grot operative. That Grot is incapacitated and the friendly operative performing the action has 1d3+1 wounds restored.

25Ork, Grot, NPO
Equipment
Ploys
TacOps