Non-Player Operatives


Total Wounds: 93

Non-Player Operatives

Common Abilities and Options

Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, 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, if able).
  4. Dash towards the closest player operative, to cover if possible.

Operatives

1. 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

Predatory Xenoform: This operative can perform two Fight actions during its activation.

40TYRANID, TYPHON MISSION PACK
2. 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
3. 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
4. AEL: Guardian
AEL: Guardian
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Shuriken catapult (Rnd)
4
3+
3/4
Fists
3
3+
2/4
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.

Weapon Options: This NPO has either a shuriken catapult and fists or a shuriken pistol and sword. 1 in 5 can have a flamer or fusion gun instead of a shuriken catapult, and 1 in 5 can have a power weapon instead of a sword.

32AELDARI, ASURYANI

Reserves

TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 7"
S 5+
W 7/7
28TYRANID, TYPHON MISSION PACK
TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
25TYRANID
GSC: Acolyte Hybrid
GSC: Acolyte Hybrid
A 2
M 6"
S 4+
W 9/9
32TYRANID, GENESTEALER CULT
IMP: Battle Sister
IMP: Battle Sister
A 2
M 6"
S 3+
W 9/9
32IMPERIUM, ADEPTA SORORITAS
TAU: XV26 Stealth Battlesuit
TAU: XV26 Stealth Battlesuit
A 3
M 6"
S 3+
W 12/12
40TAU EMPIRE
TAU: Fire Warrior
TAU: Fire Warrior
A 2
M 6"
S 4+
W 7/7
25TAU EMPIRE

Equipment

Ploys

Tac Ops