Non-Player Operatives


Total Wounds: 168

Non-Player Operatives

Common Abilities and Options

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 - Small:
### Weapon and Option Selection

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

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
54
64
75
85
96
107
117
128
139
149

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

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.

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.

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

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.

Allegiance: Imperium:
Defenders Of The Imperium:

Whenever an operative is shooting an Imperium NPO or friendly Imperium Nemesis operative, if that Imperium operative is wholly within its territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).

Trait: Implacable:
Unyielding and without mercy while there are enemies yet to kill, this operative pours its remaining strength into the foe's elimination, even when gravely impaired.

Ignore any changes to this operative's weapon stats from being injured.

Operatives

1. Weapon up
Nemesis - Small
A 4
M 4"
S 4+
W 0/35
NEMESIS
2. Banner
IMP: Intercessor
A 3
M 4"
S 3+
W 0/14
IMPERIUM, ADEPTUS ASTARTES
3. Sword down
IMP: Intercessor
A 3
M 4"
S 3+
W 0/14
IMPERIUM, ADEPTUS ASTARTES
4. Missile
Nemesis - Small
A 4
M 4"
S 4+
W 17/35
Weapons
ATK
HIT
DMG
Heavy Bolter (PrcCrit1, Tor1")
5
4+
4/5
Missile Launcher
Frag (Blast 2")
4
4+
3/5
Krak (Prc 1)
4
4+
5/7
Power Fist (Brutal, Shock)
4
4+
6/8
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: GuardianAllegiance: ImperiumTrait: Armoured

Behaviour: 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.

Trait: Armoured: With a tough hide of dense carapace or artificial plating, this operative can stride through hailstorms of the enemy's increasingly desperate small arms fire.

Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1.

NEMESIS
5. Weapon down
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Heavy Bolter (PrcCrit1, Tor1")
5
3+
4/5
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: BattlerAllegiance: ImperiumTrait: Implacable
NEMESIS
6. Weapon up 2
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Heavy Bolter (PrcCrit1, Tor1")
5
3+
4/5
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: BattlerAllegiance: ImperiumTrait: Implacable
NEMESIS

Equipment

Ploys

Tac Ops