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Homebrew (Unpublished) by laughing_plague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:
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.

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.

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
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.

Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Options
BehaviorAction Order
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
Canoptek Wraith (BOSS)
A 3
M 8"
S 3+
W 22
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.

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.

Guard Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviorSpecial Weapon

Special Weapon: Only 1 in 3 Traitor Guard Trooper operatives can have this weapon.

Guard Enforcer
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Fist
4
4+
5/7
Abilities
BehaviorGrueling Disciplinarian

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).

Chaos Tactical Marine
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolter (PrcCrit1)
4
3+
3/4
Combat Knife
4
4+
3/4
Abilities
Bahavior

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.

Equipment
Ploys
TacOps