Imperial Guard NPO

Homebrew by shadowdabest

Imperial Guard NPO for Joint Ops

100% positive
Composition

Pick 90 wounds worth of Models or more

Common Abilities and Options

AI Behavior:
Move to position itself near other Cadian operatives to buff them, then aggressively close the distance to engage targets in melee with its Chainsword.

Bulky Mass:
This operative cannot be moved by external effects or pushed. It counts as two models for controlling objectives and blocks line of sight for regular-sized operatives.

Entrenched Position:
This operative always has the benefit of light cover

Cadian Sergeant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8)
4
4+
3/4
Chainsword (Balanced)
4
3+
4/5
Abilities
AI BehaviorVeterancy

Veterancy: Each time a friendly Cadian operative within 6" of this operative makes a shooting or fight attack, you can re-roll one attack dice of a result of 1.

32
Commissar
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8)
4
3+
3/4
Power Fist (Brutal)
4
4+
5/7
Abilities
For the Emperor

For the Emperor: This operative is immune to being bracketed

(Bracketed) An operative is injured when they have fewer than half of their starting wounds remaining.)

32
Cadian Shock Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun (Balanced)
4
4+
2/3
Close Combat Weapon
3
4+
2/3
Abilities
AI Behavior
32
Cadian Demo Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Demolition Charge (Blast 2", Lethal 5+, Limited)
4
4+
4/5
Las Pistol (Rng 8)
4
4+
2/3
Close Combat Weapon
3
4+
2/3
Abilities
AI Behavior
32
Ogryn Gunner
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Ripper Gun (Rng, 8" Ceaseless, Heavy, Tor 1)
5
4+
4/5
Bayonet (Lethal 5+, Piercing 2, Brutal)
4
3+
4/6
Abilities
AI BehaviorBull Charge

Bull Charge: When this operative performs a charge action, if it ends its movement in the engagement range of an enemy, it deals D3 Damage

32
Bullgryn Gunner
A 2
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Grenadier Gauntlet
Ranged (Rng 12", Blast 2", Piercing 1)
4
4+
3/4
Melee (Brutal, Stun)
4
3+
4/5
Abilities
AI BehaviorBulky Mass
32
Bullgryn Slab
A 2
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Power Maul (Brutal, Stun, Lethal 5+)
4
3+
5/6
Abilities
AI BehaviorBulky Mass
32
Cadian Heavy Bolter Team
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Heavy Bolter (Heavy, Ceaseless)
5
4+
4/5
2x Last Pistols (Rng 8", Ceasless)
6
4+
2/3
2x Close Combat Weapon (Ceasless)
6
4+
2/3
Abilities
AI BehaviorEntrenched Postion

Entrenched Postion: This operative always has the benefit of light cover

32
Cadian Autocannon Team
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Auto Cannon (Heavy, Piercing 1)
4
4+
5/6
2x Las Pistols (Rng 8", Ceasless)
6
4+
2/3
2x Close Combat Weapons (Ceasless)
6
4+
2/3
Abilities
AI BehaviorEntrenched Position
32
Krieg Commissar
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
AI BehaviorGrim Duty

Grim Duty: This operative is immune to being bracketed or demoralized. If it is reduced to 0 wounds, it immediately makes a final fight or shoot action before being removed.

32
Krieg Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hellbore Lasgun (Accurate 1)
4
4+
3/4
Bayonet (balanced)
3
4+
2/3
Abilities
AI Behavior
32
Krieg Dualist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Auto Pistol (Ceaseless)
4
4+
2/3
Falchion (Balanced)
4
3+
4/5
Abilities
AI Behavior
32
Krieg Flamer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Torrent 2", Lethal 5+, Hot)
4
2+
2/3
Close Combat Weapon
3
4+
2/3
Abilities
AI Behavior
32
Krieg Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hellbore Lasgun (Accurate 1)
4
4+
3/4
Close Combat Weapon
3
4+
2/3
Abilities
AI BehaviorField Surgery

Field Surgery: Once per turning point, when a friendly Imperial Guard operative within 3" of this operative is reduced to 0 wounds, this operative can use a free action to revive them with 3 wounds remaining instead of letting them fall.

32
Krieg Regimental Standard
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hellbore Lasgun (Accurate 1)
4
4+
3/4
Close Combat Weapon
3
4+
2/3
Abilities
AI BehaviorBanner of the Death Korps

Banner of the Death Korps: Friendly Death Korps operatives within 6" of this operative are immune to being brackated

32
Krieg Heavy Stubbers Team
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Twin-Linked Heavy Stubber (Heavy, relentless, Tor 1")
6
4+
3/4
Auto Pistol (Rng 8", Ceaseless)
4
4+
2/3
Close Combat Weapon
3
4+
2/3
Abilities
AI BehaviorEntrenched Position
32
Krieg Mortar Team
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Heavy Mortar (Heavy, Indirect, Blast 3")
4
4+
3/4
Auto Pistols (Rng 8", Ceaseless)
6
4+
3/4
2x Close Combat Weapon (Ceaseless)
3
4+
2/3
Abilities
AI Behavior
32
Krieg Alchemyk
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Gas Grenade (Rng 8", Blast 3")
4
4+
2/3
Chemical Injector (Lethal 5+, Brutal)
3
4+
3/4
Abilities
AI Behavior
32
Tempestus Scion
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Close Combat Weapon
3
3+
2/3
Abilities
AI Behavior
32
Tempestus Scion Plasma Gunner
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Plasma Gun (Piercing 1, Hot)
4
3+
4/5
Close Combat Weapon
3
3+
2/3
Abilities
AI Behavior
32
Tempestus Scion Duelist
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Las Pistol (Rng 8")
4
3+
3/4
Chainsword (Balanced)
4
3+
4/5
Abilities
AI Behavior
32
Scions Servo-Turret
A 2
M 3"
S 4+
W 9
Weapons
ATK
HIT
DMG
Hot-Shot Volley Gun (Ceaseless)
5
3+
3/4
Step on Toes
1
4+
3/4
Abilities
AI Behavior
32
Grenade Launcher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Grenade Launcher
Frag (Blast 2")
4
3+
3/4
Krak (Piercing 1)
4
3+
4/6
Close Combat Weapon
3
3+
2/3
Abilities
AI Behavior
32
Dualist
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Plasma Pistol (Piercing 1)
4
3+
4/5
Chainsword (Balanced)
4
3+
4/5
Abilities
AI Behavior
32
Sniper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Long-Las (Heavy, Piercing 2, Silent)
4
2+
4/5
Close Combat Weapon
3
3+
2/3
Abilities
AI Behavior
32
Gunfighter
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Twin Hot-Shot Laspistols (Rng 8", Ceaseless, Tor 1")
5
3+
3/4
Close Combat Weapon
3
3+
2/3
Abilities
AI Behavior
32
Armoured Sentinel (Nemesis Operative)
A 2
M 6"
S 3+
W 35
Weapons
ATK
HIT
DMG
Multi-Laser (Ceaseless, Torrent 1")
5
3+
4/5
Hunter-Killer Missile (Heavy, Piercing 2, Limited 1)
2
3+
6/7
Chain Weapon (Brutal, Rending)
4
4+
5/6
Abilities
AI BehaviorDefenders of the Imperium

Defenders of the Imperium: While it is wholly within its territory, one of its defense dice can be retained as a normal success without rolling it

32
Equipment
Ploys
TacOps
Recon: Flank

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.


Recon: Retrieval

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.

Recon: Scout Enemy Movement

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.