Non-Player Operatives


Total Wounds: 101

Non-Player Operatives

Common Abilities and Options

Weapon Options:
This NPO has a kustom shoota and either a big choppa or a power klaw.

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.

Operatives

1. Nemesis - Small
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Big Shoota (Tor1")
5
3+
4/5
Chain Weapon (Brutal, Rnd)
4
3+
5/6
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: BrawlerAllegiance: OrkTrait: Fury

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

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.

Allegiance: Ork: Waaagh!:

Whenever an Ork NPO is fighting, its weapons have the Balanced weapon rule. Worsen the hit stat of the Ork Nemesis operatives' ranged weapons by 1, but their melee weapons have the Severe weapon rule.

Trait: Fury: Unbridled wrath consumes some powerful operatives: a blinkered anger that can only be briefly sated in destruction at close quarters.

This operative's melee weapons have the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Worsen the Hit stat of this operative's ranged weapons by 1.

32NEMESIS
2. 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
Abilities
Two ActionsBehaviour - BattlerWeapon Options

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

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.
32ORK
3. 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
Choppa (Punishing)
4
3+
3/4
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK
4. ORK: Boy
ORK: Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rokkit launcha (Blast 1", Hvy(Repos), Punishing)
6
5+
4/5
Choppa (Punishing)
4
3+
3/4
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK
5. ORK: Boy
ORK: Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK
6. ORK: Boy
ORK: Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK
7. ORK: Boy
ORK: Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shoota (Punishing)
4
5+
3/4
Choppa (Punishing)
4
3+
3/4
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK

Equipment

Ploys

Tac Ops