Non-Player Operatives

Non-player operatives for joint operations in KT2024.

Composition
Common Abilities and Options

Behaviour:
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.

  • Fight
  • Charge the closest enemy operative via the shortest possible route
  • Reposition toward the closest enemy operative, to cover if possible (a subsequent Dash action can fulfil this, if able)
  • Dash towards the closest enemy operative, to cover if possible

Weapon Options:
This NPO has either a shuriken catapult and fists or a shuriken pistol and sword. 1 in 5 can have a flamer or fusion gun instead of a shuriken catapult, and 1 in 5 can have a power weapon instead of a sword.

Behaviour - Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. 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.
  2. Shoot.
  3. 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).
  4. 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.

Behaviour - Battler/Brawler:
#### Battler

This NPO will move towards the enemy to fight them, but will shoot 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. 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).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

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

Behaviour - Battler:
This NPO will move towards the enemy to fight them, but will shoot 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. 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).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

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

Behaviour - Battler/Guardian:
#### Battler

This NPO will move towards the enemy to fight them, but will shoot 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. 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).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

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.

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

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

Brawler Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
3/4
Abilities
Behaviour
NPO-BASIC
Brawler Tough
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Abilities
Behaviour
NPO-BASIC
Brawler Heavy
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
BehaviourDouble Fight

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

NPO-BASIC
Marksman Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon

Special Weapon: Only 1 in 3 Marksman Trooper operatives can have this weapon.

NPO-BASIC
Marksman Warrior
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Firearm
4
4+
3/4
Knife
3
4+
2/3
Abilities
Behaviour
NPO-BASIC
Marksman Heavy
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Knife
4
3+
3/4
Abilities
BehaviourDouble Shoot

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

NPO-BASIC
Sniper
A 0
M -
S 3+
W 12
Weapons
ATK
HIT
DMG
Sniper Rifle (Dev3, Hvy, Sil)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
BehaviorReloadSniper's Nest

Behavior: 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.

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.

DEADLY SNIPER MISSION PACK
AEL: Guardian
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Fusion gun (Rng6", Dev 4, Prc 2)
4
2+
6/3
Flamer (Rng8", Sat, Tor2")
4
2+
3/4
Shuriken catapult (Rnd)
4
3+
3/4
Shuriken pistol (Rnd)
4
3+
3/4
Fists
3
3+
2/4
Power weapon
4
3+
4/5
Sword
4
4+
4/5
Abilities
Behaviour - Marksman/BattlerWeapon Options

Behaviour - Marksman/Battler: #### Marksman

This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. 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.
  2. Shoot.
  3. 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).
  4. 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.

Battler

This NPO will move towards the enemy to fight them, but will shoot 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. 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).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.
AELDARI, ASURYANI
AEL: Warrior
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Blaster (Prc 2)
4
3+
4/5
Dark lance (Heavy (Dash only), Prc 2)
4
3+
6/7
Shredder (Rnd, Tor1")
4
3+
4/5
Splinter cannon
Focused (Heavy (Dash only), Lethal 5+)
5
3+
3/5
Sweeping (Heavy (Dash only), Lethal 5+)
4
3+
3/5
Splinter rifle (Lethal 5+)
4
3+
2/4
Array of blades
3
3+
3/4
Abilities
Behaviour - MarksmanWeapon Options
AELDARI, DRUKHARI
AEL: Wych
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Splinter pistol (Rng8", Lethal 5+)
4
3+
2/4
Hekatarii blade (Lethal 5+)
4
3+
3/5
Hydra gauntlets (Brutal)
5
3+
3/5
Razorflails
5
3+
4/6
Shardnet & Impaler (Brutal)
4
3+
4/5
Abilities
Behaviour - Battler/BrawlerMurderous DexterityWeapon Options

Murderous Dexterity: Whenever this NPO is fighting or retaliating, its opponent cannot re-roll their attack dice.

AELDARI, DRUKHARI
CHAOS: Chaos Cultist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pistol (Rng8")
4
4+
2/3
Close combat weapon
4
4+
2/3
Abilities
Behaviour - BattlerMob

Mob: Whenever this NPO is within 3" of any other friendly CULTIST NPOs, add 1 to both Dmg stats of this NPO's weapons and they have the Accurate 1 weapon rule.

CHAOS
CHAOS: Legionary
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng8")
4
3+
3/4
Boltgun
4
3+
3/4
Flamer (Rng8", Sat, Tor2")
4
2+
3/3
Heavy bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor1")
4
3+
4/5
Meltagun (Rng6", Dev 4, Prc 2)
4
3+
4/5
Missile launcher
Frag (Blast 2", Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Prc 1)
4
3+
5/7
Plasma gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Reaper chaincannon
Focused (Ceaseless, Hvy(Repos), Punishing)
5
3+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor2")
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBehaviour - Battler/GuardianWeapon Options
CHAOS
CHAOS: Lesser Daemon
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Daemonic weapon (Lethal 5+)
4
3+
4/5
Abilities
Behaviour - Brawler
CHAOS
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng8", Sat, Tor2")
4
2+
3/3
Grenade launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Lasgun
4
4+
2/3
Meltagun (Rng6", Dev 4, Prc 2)
4
4+
6/3
Plasma gun
Standard (Prc 1)
4
4+
4/5
Supercharge (Hot, Lethal 5+, Prc 1)
4
4+
5/6
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
IMP: Battle Sister
A 2
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Heavy bolter
Focused (Heavy (Dash only), PrcCrit1)
4
3+
4/5
Sweeping (Heavy (Dash only), PrcCrit1, Sat, Tor1")
5
3+
4/5
Heavy flamer (Rng8", Heavy (Dash only), Sat, Tor2")
4
2+
3/3
Meltagun (Rng6", Dev 4, Prc 2)
4
3+
6/3
Multi-melta (Ceaseless, Rng6", Dev 4, Prc 2)
4
3+
6/3
Storm bolter (Ceaseless)
3
3+
2/4
Fists
3
3+
2/4
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, ADEPTA SORORITAS
IMP: Intercessor
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt rifle (PrcCrit1)
4
3+
3/4
Heavy bolt pistol (Rng8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBehaviour - Battler/Brawler/GuardianWeapon Options

Behaviour - Battler/Brawler/Guardian: #### Battler

This NPO will move towards the enemy to fight them, but will shoot 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. 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).
  4. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

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

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.
IMPERIUM, ADEPTUS ASTARTES
ORK: Gretchin
A 2
M 6"
S 6+
W 5
Weapons
ATK
HIT
DMG
Grot blasta (Rng8")
4
4+
2/3
Grot knife
3
5+
2/3
Abilities
Behaviour - MarksmanSmall

Small: Whenever this NPO has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

ORK
ORK: Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big shoota (Hvy(Repos), Punishing, Tor1")
5
5+
4/5
Rokkit launcha (Blast 1", Hvy(Repos), Punishing)
6
5+
4/5
Shoota (Punishing)
4
5+
3/4
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Fists
3
3+
2/3
Abilities
Behaviour - Battler/GuardianWeapon Options
ORK
ORK: Nob
A 3
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Kustom shoota
5
5+
3/4
Big choppa (Brutal, Shock)
5
3+
5/6
Power klaw
4
3+
5/7
Abilities
Behaviour - BattlerTwo ActionsWeapon Options

Two Actions: This NPO can perform two Fight or two Shoot actions during each of its activations.

ORK
TAU: Fire Warrior
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Pulse blaster (Rng8")
4
3+
4/4
Pulse rifle
Stationary
4
4+
4/5
Mobile (Balanced, Heavy)
4
4+
4/5
Gun butt
3
5+
2/3
Abilities
Behaviour - MarksmanWeapon Options
TAU EMPIRE
TAU: XV26 Stealth Battlesuit
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless)
4
4+
3/4
Fusion blaster
Short Range (Rng6", Dev 4, Prc 1)
4
4+
6/3
Long Rnage (Rng12", Prc 1)
3
4+
4/5
Fists
3
4+
3/4
Abilities
Behaviour - MarksmanStealth FieldWeapon Options

Stealth Field: Whenever this NPO has a Conceal order, it is not visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

TAU EMPIRE
TYR: Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
GSC: Genestealer
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes

Lightning Reflexes: Whenever this NPO is fighting, worsen the Hit stat of the enemy operative's weapons by 1 (to a minimum of 5+).

TYRANID, GENESTEALER CULT
GSC: Neophyte Hybrid
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Flamer (Rng8", Sat, Tor2")
4
2+
3/3
Grenade launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc 1)
4
4+
4/5
Heavy stubber
Focused (Heavy (Dash only))
4
4+
4/5
Sweeping (Heavy (Dash only))
5
4+
4/5
Mining laser (Heavy (Dash only))
5
4+
5/6
Seismic cannon
Short-Wave (Blast 1", Heavy (Dash only), Stun)
6
4+
2/2
Long_Wave (Rng6", Heavy (Dash only), PrcCrit1, Stun)
4
3+
4/4
Shotgun (Rng6")
4
3+
3/3
Webber (Rng12", Severe, Stun)
4
3+
3/4
Gun butt
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
TYRANID, GENESTEALER CULT
GSC: Acolyte Hybrid
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng8")
4
4+
2/3
Demolition charge (Rng3", Blast 2", Hvy(Repos), Limited 1, Sat)
4
4+
4/6
Hand flamer (Rng6", Limited 1, Sat)
4
2+
3/3
Cult claws & knife (Rnd)
4
3+
3/5
Heavy mining tool (Brutal, Rnd)
4
3+
4/6
Abilities
Behaviour - Battler/BrawlerWeapon Options
TYRANID, GENESTEALER CULT
GSC: Aberrant
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Aberrant weapons (Brutal, Ceaseless)
4
3+
5/6
Abilities
AberrantBehaviour - Brawler

Aberrant: This NPO can perform two Fight actions during each of its activations.

TYRANID, GENESTEALER CULT
VOT: Warrior
A 2
M 5"
S 3+
W 8
Weapons
ATK
HIT
DMG
Autoch-pattern bolter (Accurate 1)
4
4+
3/4
EtaCarn plasma beamer (Prc 1)
5
4+
4/5
HYLas auto rifle (Ceaseless, Rnd)
4
4+
4/5
HYLas rotary cannon
Focused (Ceaseless, Hvy(Repos), Sat)
5
4+
4/5
Sweeping (Ceaseless, Hvy(Repos), Sat, Tor1")
4
4+
4/5
Ion blaster (PrcCrit1)
4
4+
3/4
L7 missile launcher
Blast (Blast 2")
4
4+
3/5
Focused (Prc1)
4
4+
5/6
Magna rail rifle (Dev 3, Heavy (Dash only), Prc 2)
4
4+
4/2
Fists
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
LEAGUES OF VOTANN
VOT: Brokhyr Thunderkyn
A 3
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt cannon (Hvy(Repos), PrcCrit1)
5
4+
4/5
Graviton blast cannon (Blast 2", Hvy(Repos), Prc 1, Stun)
4
4+
4/5
SP conversion beamer (short range) (Rng8", Hvy(Repos))
4
4+
4/5
SP conversion beamer (long range) (Minimum Rng8", Hvy(Repos), Prc 1)
5
4+
5/6
Fists
3
3+
3/4
Abilities
Behaviour - MarksmanBrokhyrMinimum Range 8"Weapon Options

Brokhyr: This NPO can perform two Shoot actions during each of its activations, but 1 additional AP must be spent for the second action.

Minimum Range 8": Only operatives more than 8" from this NPO can be valid targets for the SP conversion beamer (long range).

LEAGUES OF VOTANN
NEC: Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Abilities
Behaviour
NECRON, TOMB WORLD MISSION PACK
NEC: Necron Warrior
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Gauss Flayer (Prc 1)
4
4+
3/4
Gauss Reaper (Rng 8", Prc 1)
4
3+
3/4
Combat Attachment
3
4+
3/4
Abilities
Behaviour
NECRON, TOMB WORLD MISSION PACK
NEC: Canoptek Tomb Crawler
A 2
M 5"
S 3+
W 21
Weapons
ATK
HIT
DMG
Twin Gauss Reapers
Focused (Prc 1, Punishing)
5
4+
4/5
Sweeping (Prc 1, Punishing, Tor 1")
4
4+
4/5
Transdimensional Isolator (*Dimensional Banishment)
5
4+
5/6
Claws (Brutal)
4
4+
4/4
Abilities
*Dimensional BanishmentBehaviourSteadfastWeapon Sentinel

*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 incapacitated.

Steadfast: Whenever determining 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.

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).

NECRON, TOMB WORLD MISSION PACK
NEC: Canoptek Macrocyte
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Tesla Caster
Focused
5
4+
2/3
Living Lightning (Blast 2")
5
4+
2/3
Gauss Scalpel (Prc 1)
4
4+
3/4
Claws & Tail
4
4+
3/4
Abilities
Aggressive Defence ConstructBehaviour

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

NECRON, TOMB WORLD MISSION PACK
TYR: Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
TYR: Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors

Hidden Horrors: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

TYRANID, TYPHON MISSION PACK
TYR: Barbgaunt
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2")
5
4+
3/5
Stationary (Blast 2", Ceaseless, Hvy)
5
4+
3/5
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
TYR: Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID, TYPHON MISSION PACK
TYR: Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
TYR: Von Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID, TYPHON MISSION PACK
NEC: Royal Warden
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Relic Gauss Blaster (Lethal 5+, Prc 1)
4
3+
4/6
Bayonet
4
3+
3/4
Abilities
BehaviourEngrammatic 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 its weapons' stats).

NECRON, TOMBS BEYOND COUNTING, WD517
NEC: Flayed One
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flayer Claws (Ceaseless, Rending)
4
3+
4/5
Abilities
BehaviourHorrifying Flaying

Horrifying Flaying: Whenever this NPO incapacitates a player operative while fighting or retaliating, select one other player operative visible to and within 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.

NECRON, TOMBS BEYOND COUNTING, WD517
NEC: Hexmark Destroyer
A 2
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Enmitic Disintegrator Pistols
Focused (Rng 9", Ceaseless, Dev 2, Prc 1, Sat)
5
3+
3/2
Sweeping (Rng 9", Dev 2, Prc 1, Sat, Tor 2")
4
3+
3/2
Enmitic Disintegrator Pistols (point-blank)
5
3+
3/4
Abilities
BehaviourMulti-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 with 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).

NECRON, TOMBS BEYOND COUNTING, WD517
NEC: Lychguard
A 2
M 5"
S 3+
W 13
Weapons
ATK
HIT
DMG
Hyperphase Sword (Lethal 5+, *Shield)
4
3+
4/6
Warscythe (Lethal 5+)
4
3+
5/7
Abilities
*ShieldBehaviourGuardian Protocol

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Guardian Protocol: Whenever a player operative is performing a Shoot action, if this NPO has an Engage order, the player(s) cannot select a Royal Warden NPO within this NPO's control range as a valid target.

NECRON, TOMBS BEYOND COUNTING, WD517
NEC: Skorpekh Destroyer
A 2
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Skorpekh Hyperphase Weapons (Bal, Lethal 5+, *Whirling Onslaught)
4
3+
4/6
Abilities
*Whirling OnslaughtBehaviourHulking

*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 other player operative within this NPO's control range.

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 (assuming it's visible), it doesn't remove its cover save (if any).

NECRON, TOMBS BEYOND COUNTING, WD517
Equipment
Ploys
TacOps