Tau NPOs


Total Wounds: 50

Operatives

1. Commander in Enforcer Battlesuit
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Missile Pod
5
3+
5/6
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Fusion Blaster (Rng6", Dev 4, Prc 2)
4
3+
6/3
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: MarksmanAllegiance: T'au EmpireTrait: Close-range LethalityTrait: Shielded
Notes

Crisis Suit: Once per battleround this oprative can preform a free movement action after shooting. Also when preforming the reposition, charge and fall back action

Weapon Support Sytem: This oprative can use the Shoot action Twice, but cannot select the same weapon in the second activation

Commander: Select a visable ready ally to immediately preform any action. The selected ally may still use that action if they are selected as the active oprative. The selected oprative may change its order if needed to preform the selected action

Art of War: During the select strategic ploys step, once per game you gain the frollowing abilities . Depending on the Game round:

-Rounds 2-3: This oprative has +2" to Movement Stat

Rounds 4-5: When this oprative performs the shoot action, a cditical hit adds an additional attack dice. Extra attack dice gained this way must be rolled and criticals do not grant addtional attack dice.

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Medium: ### Weapon and Option Selection

  • Select two weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
53
63
74
84
95
105
116
126
137
147

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

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.

Allegiance: T'au Empire: Supporting Fire:

Whenever a T'au Empire NPO is within 3" of another, its ranged weapons have the Accurate 1 weapon rule.

Whenever a friendly T'au Empire Nemesis operative is within 3" of another friendly T'au Empire operative, that Nemesis operative's ranged weapons have the Accurate 1 weapon rule.

Trait: Close-range Lethality: Those who venture too close to this destructive entity invite its full ire as it bends its will - and considerable firepower - to their swift eradication.

Whenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule; if the weapon already has that weapon rule, it also has the Severe weapon rule.

Trait: Shielded: With an ablative outer skin, redundancy mechanisms or the ability to call upon esoteric protection, this operative can shrug off what should be a devastating blow.

Once per battle, when an attack dice inflicts damage on this operative, you can ignore that inflicted damage.

50NEMESIS

Equipment

Ploys

Tac Ops