Saga of Jormandur (NPO Space Wolf Team)

Homebrew by Dezalt

Hello!

After playing a few NPO games and honestly finding them pretty easy, me and my friend brain stormed a more difficult match using the space wolves I had. We have yet to test it, but our biggest concern is how beefy the nemesis operative is while worrying about the wolves charging down the arena.

The Nemesis unit I designed this around is a large dreadnought, please make the nemesis operative you'd like to go alongside the Wolves of Fenris. Whether it be Arjac, Logan Grimnar or a Dreadnought, please enjoy your games!

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Composition

1 Space Wolfy Nemeis Operative of your Choice (I went with Redemptor Dreadnought) 3 Marines (I chose Grey Hunters for this) 5 Fenrisian Wolves (I used 2 from the wolf scout boxes and 3 from the head hunter boxes)

Common Abilities and Options

Astartes:
This NPO can perform two Fight or two Shoot actions during each of its activations. If it's two Shoot actions, a bolt rifle or heavy bolt pistol must be selected for both of them.

Behavior - 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.

Weapon Choice:
This NPO has either a bolt rifle and fists or a heavy bolt pistol and chainsword.

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.
  2. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  3. Dash towards the closest player operative, to cover if possible

Instinctive Predator:
This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Guard and Reposition. It cannot use any weapons that aren’t on its datacard. This operative can perform the Charge action while it has a Conceal order.

Harald
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesBehavior - GuardianWeapon Choice
32Imperium, Adeptus Astartes, Space Wolves
Gorm
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesBehavior - GuardianWeapon Choice
32Imperium, Adeptus Astartes, Space Wolves
Sven
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesBehavior - GuardianWeapon Choice
32Imperium, Adeptus Astartes, Space Wolves
Wolf 1
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Fangs (Rending)
5
3+
4/5
Abilities
Behaviour - BrawlerInstinctive Predator
60Fenrisian Wolf, Space Wolves, Imperium
Wolf 2
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Fangs (Rending)
5
3+
4/5
Abilities
Behaviour - BrawlerInstinctive Predator
60Fenrisian Wolf, Space Wolves, Imperium
Wolf 3
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Fangs (Rending)
5
3+
4/5
Abilities
Behaviour - BrawlerInstinctive Predator
60Fenrisian Wolf, Space Wolves, Imperium
Wolf 4
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Fangs (Rending)
5
3+
4/5
Abilities
Behaviour - BrawlerInstinctive Predator
60Fenrisian Wolf, Space Wolves, Imperium
Wolf 5
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Fangs (Rending)
5
3+
4/5
Abilities
Behaviour - BrawlerInstinctive Predator
60Fenrisian Wolf, Space Wolves, Imperium
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.