Homebrew NPOs List

Homebrew NPOs List

Common Abilities and Options

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.

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.

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.

Operatives

1. Chaos Lord
Chaos Lord
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Plasma Pistol (Prc1)
4
3+
4/5
Accursed Weapon (Lethal 5+, Rnd)
5
3+
4/6
Abilities
Let the Galaxy BurnCorrupted HaloBehavior: Battler

Corrupted Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

32
2. Chaos Tactical Marine
Chaos Tactical Marine
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolter (PrcCrit1)
4
3+
3/4
Combat Knife
4
3+
3/4
Abilities
Behavior: MarksmanVeteran of the Long War
32CHAOS, HERETIC ASTARTES, TACTICAL MARINE
3. Chaos Assault Marine
Chaos Assault Marine
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Let the Galaxy BurnBehavior: Brawler

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, TACTICAL MARINE
4. Chaos Marine Gunner
Chaos Marine Gunner
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Special Weapon (Prc 1)
4
3+
4/5
Combat Knife
4
3+
3/4
Abilities
Veteran of the Long WarBehavior: Marksman
32CHAOS, HERETIC ASTARTES, Gunner
5. Chaos Terminator
Chaos Terminator
A 3
M 5"
S 3+
W 20/20
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Power Fist (Brutal)
5
3+
5/7
Abilities
Tainted Relic ArmorLet the Galaxy BurnBehavior: Battler
32CHAOS, HERETIC ASTARTES, TERMINATOR
6. Chaos Terminator
Chaos Terminator
A 3
M 5"
S 3+
W 20/20
Weapons
ATK
HIT
DMG
Twin Lightning Claws (Ceaseless, Lethal 5+)
5
3+
4/6
Abilities
Tainted Relic ArmorLet the Galaxy BurnBehavior: Battler
32CHAOS, HERETIC ASTARTES, TERMINATOR
7. Guard Enforcer
Guard Enforcer
A 2
M 6"
S 4+
W 9/9
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
8. Guard Trooper
Guard Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
Special WeaponBehavior: Marksman

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

32CHAOS, TRAITOR GUARDSMAN, TROOPER
9. Helbrute
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Autocannon
5
3+
5/6
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: BrawlerBehaviour: MarksmanBehaviour: BattlerBehaviour: GuardianAllegiance: ChaosTrait: Crushing Impact

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 - Medium: ### Weapon and Option Selection

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

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
53
63
74
84
95
105
116
126
137
147

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: 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.

Behaviour: Marksman: This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal 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).
  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.

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.

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: Crushing Impact: Thundering headlong into the fray, this combatant uses both the impetus of their charge and their armoured bulk to bring swift death to their foes.

When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

50NEMESIS

Reserves

Nemesis - Medium
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
50NEMESIS
Skorpekh Destroyer
Skorpekh Destroyer
A 2
M 6"
S 3+
W 18/18
32

Equipment

Ploys

Tac Ops