Deadly Sniper Mission NPO

Homebrew by Enfieldr

Deadly Sniper Mission Pack 1 NPO's

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Composition

NPOs: One SNIPER NPO set up on the highest Vantage terrain of Stronghold B. Then, any combination of NPOs with a combined Wounds stat of up to 90. They are set up with a Conceal order wholly within Stronghold B, either not visible from the player drop zone or in cover.

Behaviour:
This operative will move towards the enemy to fight them, but will seek cover on the way. When activated, if this NPO can perform either of its first two actions during that activation, give it an Engage order. If it cannot, 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, if able).
  4. Dash towards the closest player operative, to cover if possible.
Sniper
A 0
M 0
S 3+
W 12
Weapons
ATK
HIT
DMG
Sniper Rifle (Devastating 3, Heavy Silent)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
Reload
Options
behaviour

Reload: Reload: In the Ready step of each Strategy phase, this operative has reloaded. Each time after this operative performs the Shoot action, roll one D6: after a number of player operatives have been activated this turning point equal to the result, this operative has reloaded. Sniper’s Nest: Whenever this operative is shooting, operatives cannot be obscured. Whenever determining visibility from this operative (but not to it), the line can also be drawn from any part of the Vantage terrain it’s on, or the rampart touching that Vantage terrain.

behaviour: Behaviour: This operative cannot move, have an Engage order, be readied or be activated. Whenever an NPO would activate, if this operative has reloaded (see below) and there’s a valid target for it, perform the Shoot action with this operative instead of activating an NPO, then it has no longer reloaded.

NPO
Heavy (Brawler)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
This operative can perform two Fight actions during its activation.
Options
Behaviour

This operative can perform two Fight actions during its activation.:

NPO
Heavy (Marksman)
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Knife
4
3+
3/4
Abilities
This operative can perform two Shoot actions during its activation.
Options
Behaviour

This operative can perform two Shoot actions during its activation.:

NPO
Trooper (Brawler)
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Blades
4
4+
3/4
NPO
Trooper (Marksman)
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Special Weapon* (Piercing 1)
4
4+
4/5
Knife
3
4+
2/3
Options
Special Weapon*

Special Weapon:* *Only 1 in 3 Trooper (Marksman) can have this weapon.

Tough (Brawler)
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Tough (Marksman)
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Firearm
4
4+
3/4
Knife
3
4+
2/3
Equipment
Ploys
TacOps
Security: Plant Banner

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.


Security: Martyrs

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.


Security: Envoy

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.