Blkout Harlow NPO

Homebrew by shadowdabest

Harlow From the game Blkout

NPOS used for Joint Ops

100% positive
Composition

Pick 90 wounds or more worth of models

Common Abilities and Options

Ai Logic:
Maintains a central command position behind frontline skirmishers, prioritizing coordination focusing down targets that others shoot

Jump Pack:
This model pays 2" movement to go up or down any distance

Bonus Unit:
Every Engineer can bring 2 Crickets to the battlefield for free

Officer
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Kommando C-A2 (Rng" 18, balanced)
4
3+
3/4
Powered Sword (Lethal 5+)
4
3+
4/6
Abilities
Ai LogicJump Pack
32
Skirmisher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Apex PDW (Rng 12", Saturate, Ceaseless)
5
4+
3/3
Combat Blade
3
3+
3/4
Abilities
Ai LogicJump Pack
32
Enforcer
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Kommando C-1 (Rng 18", Severe, AP1)
4
3+
4/5
Tactical Sword (Lethal 5+, Brutal)
4
3+
4/5
Abilities
Ai LogicJump Pack
32
Veteran
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Fal (Rng 24", Accurate 1)
4
3+
3/4
Pistol (Brutal)
5
3+
3/3
Abilities
Ai LogicJump Pack
32
Engineer
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
B32 Micro Launcher (Rng 18", Ap1)
3
3+
3/3
Combat Blade
3
3+
3/4
Abilities
Ai LogicBonus Unit
32
Cricket
A 2
M 8"
S 5
W 1
Weapons
ATK
HIT
DMG
Self Destruct (Blast 2")
4
4+
3/4
Abilities
Ai LogicBonus Unit
32
Springbok Ai
A 2
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Fal 32D (Ceaseless)
4
4+
4/4
Armored Fist (Brutal)
4
4+
4/5
Abilities
Ai Logic
32
Assault Team
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fal 32c (Rng 18", Balanced, Punishing)
4
3+
3/4
Push Blade (Lethal 5+)
4
3+
3/5
Abilities
Ai Logic
32
Grenadier
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fal 32c (Rng 18", Balanced, Punishing)
4
3+
3/4
Xm25 (Blast 1")
3
4+
3/4
Combat Blade
3
3+
3/4
Abilities
Ai Logic
32
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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


Seek And Destroy: Dominate

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Seek And Destroy: Rout

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.