Cadian Shock Squad


Total Wounds: 174

NPO's for Lion and Wolf's Night Lords Siege of Arali story

Cadian Shock Squad

Common Abilities and Options

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.

Weapon Options:
This NPO has a lasgun and bayonet. 1 in 3 can have a ranged weapon marked with an asterisk (•) instead of a lasgun. Note that if a weapon with an asterisk has multiple profiles, it's still the same ranged weapon.

Operatives

1. Armoured Sentinel
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Plasma Cannon
Standard (Blast 2", Hvy(Repos), Prc 1)
4
3+
4/6
Supercharge (Blast 2", Hvy(Repos), Hot, Lethal 5+, Prc 1)
4
3+
5/6
Chain Weapon (Brutal, Rnd)
4
3+
5/6
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: MarksmanAllegiance: ImperiumTrait: ArmouredTrait: Violent Demise

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 - Large: ### Weapon and Option Selection

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

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

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: 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: 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.

Trait: Violent Demise: From detonating ammunition stores to corrosive innards and frenzied death throes, some large targets are dangerous even in defeat.

If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

NEMESIS
2. IMP: Cadian Sergeant with Autogun
Marksman Warrior
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Firearm
4
4+
3/4
Knife
3
4+
2/3
Abilities
Behaviour

Behaviour: When activated, if this NPO can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  • Fall Back to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
  • Shoot
  • Reposition to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO (a subsequent Dash action can fulfil these, if able)
  • Dash to cover. If possible, to a location where there is a valid target that is not obscured. If not, where there is an objective marker visible to this NPO
NPO-BASIC
3. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
4. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
5. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
6. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
7. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
8. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
9. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
10. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
11. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
12. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
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
13. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Meltagun (Rng6", Dev 4, Prc 2)
4
4+
6/3
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
14. IMP: Cadian Shock Trooper
IMP: Cadian Shock Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Grenade launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN
15. 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
Bayonet
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
IMPERIUM, CADIAN

Equipment

Ploys

Tac Ops