Tomb World + White Dwarf Necron NPOs + Homebrew

Tomb World + White Dwarf Necron NPOs + Homebrew

Common Abilities and Options

Hulking:
Whenever player(s) are selecting a valid target, if this NPO has a Conceal order, it cannot use Light Terrain for cover. While this can allow this NPO to be targeted (pressuming it's visible), it doesn't remove it's cover save (if any).

*Whirling Onslaught:
Whenever this NPO is fighting or retaliating with this weapon, each time it strikes with a critical success, also inflict D3 damage on each player operative within this NPO's control range.

Horrifying Flaying:
Whenever this NPO incapacitates a player operative while fighting or retaliating, select one other player operative visible to and withing 3" of either this NPO or the incapacitated player operative and roll one D6; on a 3+, subtract 1 from that other player operative's APL stat until the end of its next activation.

Steadfast:
Whenever determing control of a marker, you can treat this operative's APL stat as 3. If you do this takes precedence over all other rules, meaning any changes to its APL stat are ignored for this.

*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 incapacited.

Weapon Sentinel:
Whenever you're selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

Aggressive Defence Construct:
If this operative is incapacitated by an enemy operative within 2" of it, roll one D3: on a 2+, inflict damage on that enemy operative equal to the result.

Operatives

1. C'tan Shard of the Nightbringer
C'tan Shard of the Nightbringer
A 2
M 5"
S 4+
W 25/25
Weapons
ATK
HIT
DMG
Scythe of the Nightbringer (Lethal 5+, Rending)
5
3+
5/6
Gaze of Death (Rng 6", Dev5, Severe)
4
3+
5/0
Abilities
Domineering PresenceIndomitable ReanimationNecrodermisMighty Foe

Domineering Presence: This operative can move through parts of terrain features (including Wall terrain features) as if they were not there (taking presedence over the terrain feature's rules) but must end those moves in a location it can be placed. When this operative moves through Light terrain, remove that terrain from the killzone unless it's attached to Heavy terrain. This operative can move through operatives, and can end its move and be set up over their bases. If it does, remove those operatives from the killzone and set them up in a location they can be placed within control range of this operative (if possible) and as close to their previous position as possible. Whenever another operative is on Vantage terrain, if it's visible to and within 2" horizontally of this operative (or vice versa), it's within this operative's control range.

Indomitable Reanimation: Whenever this operative is incapacitated, before it's removed from the killzone, place a Reanimation marker underneath the centre of its base. Then remove it as incapacitated, also removing any tokens and rules effects it had (e.g. Poison token). In the Ready step of the next Strategy phase, roll D3+1. After that many activations have been completed:

  • Set up this operative with an Engage order on the centre of that Reanimation marker, If there are any operatives that prevent this, set them up as though this operative ended a move there, (see Domineering Presence below).
  • This operative regains all lost wounds.
  • Remove that Reanimation marker.

Necrodermis: This operative cannot be injured and its stats cannot be changed. Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Mighty Foe: This operative cannot have a Conceal order and cannot be in cover, obscured, readied or expended (meaning it can activate multiple times per turning point and the turning point will end when all other operatives are expended). Whenever it's the NPO's turn to activate, roll one D6; on a 4+, activate this NPO (or skip the activation if there aren't any in the killzone). This operative can perform two Fight actions during its activation, but cannot move more than 12" per turning point.

2. Hexmark Destroyer
Hexmark Destroyer
A 2
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Enmitic Disintegrator Pistols
Focused (Rng 9", Ceaseless, Dev2, Prc1, Saturate)
5
3+
3/2
Sweeping (Rng 9", Dev2, Prc1, Saturate, Torrent 2")
4
4+
3/4
Enmitic Disintegrator Pistols (Point-Blank)
5
3+
3/4
Abilities
Multi-Threat Eliminator

Multi-Threat Eliminator: Whenever a player operative within 8" of this NPO is shooting it, keep track of each attack dice that's discarded as a fail. After the action, before incapacitated operatives are removed (including this one, if relevant), this NPO can perform a free SHOOT action (you can change its order to Engage to do so), but it can only target that player operative within its Enmitic Disintegrator Pistols (Focused), and you only roll a number of attack dice equal to the opponent's discarded attack dice plus one (to a maximum of four).

3. Skorpekh Destroyer
Skorpekh Destroyer
A 2
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Skorpekh Hyperphase Weapons (Balanced, Lethal 5+. *Whirling Onslaught)
4
3+
4/4
Abilities
Hulking*Whirling Onslaught
4. Skorpekh Destroyer
Skorpekh Destroyer
A 2
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Skorpekh Hyperphase Weapons (Balanced, Lethal 5+. *Whirling Onslaught)
4
3+
4/4
Abilities
Hulking*Whirling Onslaught
5. Skorpekh Destroyer
Skorpekh Destroyer
A 2
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Skorpekh Hyperphase Weapons (Balanced, Lethal 5+. *Whirling Onslaught)
4
3+
4/4
Abilities
Hulking*Whirling Onslaught
6. Flayed One
Flayed One
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rnd)
4
3+
4/5
Abilities
Horrifying Flaying
7. Flayed One
Flayed One
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rnd)
4
3+
4/5
Abilities
Horrifying Flaying
8. Flayed One
Flayed One
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rnd)
4
3+
4/5
Abilities
Horrifying Flaying
9. Flayed One
Flayed One
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rnd)
4
3+
4/5
Abilities
Horrifying Flaying
10. Flayed One
Flayed One
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rnd)
4
3+
4/5
Abilities
Horrifying Flaying
11. Royal Warden
Royal Warden
A 2
M 5"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Relix Gauss Blaster (Lethal 5+, Prc1)
4
3+
4/6
Bayonet
4
3+
3/4
Abilities
Engrammatic Logic

Engrammatic Logic: Whenever an NPO is within 6" of this NPO, you can ignore any changes to that NPO's stats from being injured (including weapons' stats).

12. Canoptek Scarab Swarm
Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
13. Canoptek Scarab Swarm
Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
14. Canoptek Scarab Swarm
Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
15. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prc1)
4
4+
3/4
Combat Attachment
3
4+
3/4
16. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prc1)
4
4+
3/4
Combat Attachment
3
4+
3/4
17. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prc1)
4
4+
3/4
Combat Attachment
3
4+
3/4
18. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prc1)
4
4+
3/4
Combat Attachment
3
4+
3/4
19. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prc1)
4
4+
3/4
Combat Attachment
3
4+
3/4
20. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Reaper (Rng 8", Prc1)
4
3+
3/4
Combat Attachment
3
4+
3/4
21. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Reaper (Rng 8", Prc1)
4
3+
3/4
Combat Attachment
3
4+
3/4
22. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Reaper (Rng 8", Prc1)
4
3+
3/4
Combat Attachment
3
4+
3/4
23. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Reaper (Rng 8", Prc1)
4
3+
3/4
Combat Attachment
3
4+
3/4
24. Necron Warrior
Necron Warrior
A 2
M 5"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Gauss Reaper (Rng 8", Prc1)
4
3+
3/4
Combat Attachment
3
4+
3/4
25. Canoptek Tomb Crawler
Canoptek Tomb Crawler
A 2
M 5"
S 3+
W 21/21
Weapons
ATK
HIT
DMG
Twin Gauss Reapers
Focused (Prc1, Punishing)
4
4+
4/5
Sweeping (Prc1, Punishing, Torrent 1")
4
4+
4/5
Claws (Brutal)
4
4+
4/4
Abilities
Steadfast*Dimensional BanishmentWeapon Sentinel
26. Canoptek Tomb Crawler
Canoptek Tomb Crawler
A 2
M 5"
S 3+
W 21/21
Weapons
ATK
HIT
DMG
Claws (Brutal)
4
4+
4/4
Transdimensional Isolator (Dimensional Banishment)
5
4+
5/6
Abilities
Steadfast*Dimensional BanishmentWeapon Sentinel
27. Canoptek Macrocyte
Canoptek Macrocyte
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Gauss Scalpel (Prc1)
4
4+
2/3
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence Construct
28. Canoptek Macrocyte
Canoptek Macrocyte
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Gauss Scalpel (Prc1)
4
4+
2/3
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence Construct
29. Canoptek Macrocyte
Canoptek Macrocyte
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Tesla Caster
Focused
5
4+
2/3
Living Lightning (Blast 2")
5
4+
2/3
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence Construct
30. Cryptek
Cryptek
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Staff Of Light (Rnd, Balanced)
6
3+
3/4
Staff Of Light (Rnd, Balanced)
4
4+
3/5
Abilities
1AP: Canoptek Repair1AP: Augment WeaponChosen of the Overlord

Canoptek Repair (1AP): Select one NPO visible to and within 6" of this NPO to regain up to 2D3 lost wounds.

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

Augment Weapon (1AP): This NPO can select another NPO visible to and within 6" and give it's weapons one of the following weapon keywords:

  • Lethal 5+
  • Rending
  • Saturate
  • Severe

This action can only be done once per activation.

Chosen of the Overlord: There can only ever be at most one of this NPO type on the board at all times.

31. Overlord
Overlord
A 3
M 6"
S 3+
W 16/16
Weapons
ATK
HIT
DMG
Tachyon Arrow (Dev3, Lim1, Prc2)
4
3+
5/3
Overlord's Blade (Dev2, Balanced)
5
3+
4/4
Abilities
1AP: My Will Be DoneImplacable ResilienceOverlord

My Will Be Done (1AP): This NPO can select another NPO visible to and withing 8" of it. The targeted NPO can immediatly perform another 1 AP action and do a free DASH in whichever order.

Implacable Resilience: Whenever Normal Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Overlord: There can only ever be at most one of this NPO type on the board.

32. Deathmark
Deathmark
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Dev2, Hvy(Dash), Prc1, Severe)
4
2+
4/3
Fists
3
3+
3/4
33. Deathmark
Deathmark
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Dev2, Hvy(Dash), Prc1, Severe)
4
2+
4/3
Fists
3
3+
3/4
34. Deathmark
Deathmark
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Synaptic Disintegrator (Dev2, Hvy(Dash), Prc1, Severe)
4
2+
4/3
Fists
3
3+
3/4
35. Immortal Guardian
Immortal Guardian
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Gauss Blaster (Prc1)
4
3+
4/5
Bayonet
4
3+
3/4
36. Immortal Guardian
Immortal Guardian
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Gauss Blaster (Prc1)
4
3+
4/5
Bayonet
4
3+
3/4
37. Immortal Guardian
Immortal Guardian
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Gauss Blaster (Prc1)
4
3+
4/5
Bayonet
4
3+
3/4
38. Immortal Guardian
Immortal Guardian
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Tesla Carbine (2" Dev1)
5
4+
3/3
Bayonet
4
3+
3/4
39. Immortal Guardian
Immortal Guardian
A 2
M 5"
S 3+
W 10/10
Weapons
ATK
HIT
DMG
Tesla Carbine (2" Dev1)
5
4+
3/3
Bayonet
4
3+
3/4

Equipment

Ploys

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.