Non-Player Operatives


Total Wounds: 346

Non-Player Operatives

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.

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

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:
This NPO will move to an ideal position to shoot the enemy, but will fight if it can't do anything else. When activated, if it will perform the Shoot or Fight action during that activation, give it an Engage order. If it cannot, give it a Conceal order. It will perform the Operate Hatch action where necessary to fulfil its behaviour.

  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, if able).
  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.
  5. Fight.

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.

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.

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.

Operatives

1. IMP: Intercessor
IMP: Intercessor
A 3
M 6"
S 3+
W 14/14
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.
32IMPERIUM, ADEPTUS ASTARTES
2. IMP: Battle Sister
IMP: Battle Sister
A 2
M 6"
S 3+
W 9/9
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
32IMPERIUM, ADEPTA SORORITAS
3. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
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
25IMPERIUM, CADIAN
4. NEC: Royal Warden
NEC: Royal Warden
A 3
M 5"
S 3+
W 14/14
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).

32NECRON, TOMBS BEYOND COUNTING, WD517
5. NEC: Flayed One
NEC: Flayed One
A 2
M 5"
S 4+
W 9/9
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.

28NECRON, TOMBS BEYOND COUNTING, WD517
6. NEC: Hexmark Destroyer
NEC: Hexmark Destroyer
A 2
M 6"
S 3+
W 15/15
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).

50NECRON, TOMBS BEYOND COUNTING, WD517
7. NEC: Skorpekh Destroyer
NEC: Skorpekh Destroyer
A 2
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Skorpekh Hyperphase Weapons (Bal, Lethal 5+, *Whirling Onslaught)
4
3+
4/6
Abilities
BehaviourHulking*Whirling Onslaught

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).

*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.

50NECRON, TOMBS BEYOND COUNTING, WD517
8. NEC: Canoptek Scarab Swarm
NEC: Canoptek Scarab Swarm
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Feeder Mandibles
5
4+
1/2
Abilities
Behaviour
40NECRON, TOMB WORLD MISSION PACK
9. NEC: Necron Warrior
NEC: Necron Warrior
A 2
M 5"
S 4+
W 9/9
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
32NECRON, TOMB WORLD MISSION PACK
10. NEC: Canoptek Macrocyte
NEC: Canoptek Macrocyte
A 2
M 7"
S 4+
W 7/7
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.

28NECRON, TOMB WORLD MISSION PACK
11. CHAOS: Chaos Cultist
CHAOS: Chaos Cultist
A 2
M 6"
S 5+
W 7/7
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.

25CHAOS
12. CHAOS: Legionary
CHAOS: Legionary
A 3
M 6"
S 3+
W 14/14
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
32CHAOS
13. CHAOS: Lesser Daemon
CHAOS: Lesser Daemon
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Daemonic weapon (Lethal 5+)
4
3+
4/5
Abilities
Behaviour - Brawler
32CHAOS
14. TAU: Fire Warrior
TAU: Fire Warrior
A 2
M 6"
S 4+
W 7/7
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
25TAU EMPIRE
15. TAU: XV26 Stealth Battlesuit
TAU: XV26 Stealth Battlesuit
A 3
M 6"
S 3+
W 12/12
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).

40TAU EMPIRE
16. TYR: Ripper Swarm
TYR: Ripper Swarm
A 2
M 6"
S 5+
W 10/10
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".

40TYRANID, TYPHON MISSION PACK
17. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
18. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
28TYRANID, TYPHON MISSION PACK
19. TYR: Barbgaunt
TYR: Barbgaunt
A 2
M 6"
S 4+
W 12/12
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
40TYRANID, TYPHON MISSION PACK
20. TYR: Von Ryan's Leaper
TYR: Von Ryan's Leaper
A 3
M 7"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
40TYRANID, TYPHON MISSION PACK
21. TYR: Ravener
TYR: Ravener
A 3
M 7"
S 5+
W 20/20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
40TYRANID, TYPHON MISSION PACK
22. GSC: Neophyte Hybrid
GSC: Neophyte Hybrid
A 2
M 6"
S 5+
W 7/7
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
25TYRANID, GENESTEALER CULT
23. GSC: Acolyte Hybrid
GSC: Acolyte Hybrid
A 2
M 6"
S 4+
W 9/9
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
32TYRANID, GENESTEALER CULT
24. GSC: Aberrant
GSC: Aberrant
A 3
M 6"
S 4+
W 16/16
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.

32TYRANID, GENESTEALER CULT
25. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
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+).

32TYRANID, GENESTEALER CULT
26. VOT: Warrior
VOT: Warrior
A 2
M 5"
S 3+
W 8/8
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
32LEAGUES OF VOTANN
27. VOT: Brokhyr Thunderkyn
VOT: Brokhyr Thunderkyn
A 3
M 5"
S 3+
W 12/12
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
BrokhyrBehaviour - MarksmanMinimum 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).

40LEAGUES OF VOTANN
28. AEL: Warrior
AEL: Warrior
A 2
M 7"
S 4+
W 8/8
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
32AELDARI, DRUKHARI
29. AEL: Wych
AEL: Wych
A 2
M 7"
S 5+
W 8/8
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.

32AELDARI, DRUKHARI
30. AEL: Guardian
AEL: Guardian
A 2
M 7"
S 4+
W 8/8
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.
32AELDARI, ASURYANI
31. ORK: Gretchin
ORK: Gretchin
A 2
M 6"
S 6+
W 5/5
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".

25ORK
32. ORK: Boy
ORK: Boy
A 2
M 6"
S 5+
W 10/10
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
32ORK
33. ORK: Nob
ORK: Nob
A 3
M 6"
S 5+
W 16/16
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
Two ActionsBehaviour - BattlerWeapon Options

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

32ORK

Equipment

Ploys

Tac Ops