Operatives

1. Termagant
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
Points: 1Behaviour: MarksmanWeapon Options

Points: 1:

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. Priorities:

  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 this).
  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 claws & teeth and either a fleshborer, devourer, or spinefist. 1 in 3 can have a ranged weapon marked with an asterisk instead of a fleshborer, devourer, or spinefist. Note that if a weapon with an asterisk has multiple profiles, it's still the same ranged weapon.

Tyranid, Termagant, NPO
2. Screamer-Killer
Screamer-Killer
A 5
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Screamer-killer talons (Relentless)
6
3+
4/6
Bio-plasmic scream (Blast 2", Hvy(Repos), Prc1)
4
4+
5/6
Abilities
Nemesis NPOWill of the Hive MindFuryBehaviour: BrawlerControl: 6Points: 10

Nemesis NPO: - Extra Defence. Whenever an operative shoots this operative, collect and roll one additional defence dice, unless it's injured.

  • Twin Activation. Activates twice per turning point (a player's nemesis can't activate again until all other friendly operatives are expended; max 12" move and 5AP per turning point).
  • Mission Actions. Cannot perform mission actions other than Operate Hatch and Breach.
  • Bulky. Can't stand on Vantage terrain >2" up; Fight control range may use 1" horizontal / 4" vertical; can move through non-NEMESIS operatives; ignores APL changes.
  • Towering. Can't be given a Conceal order; can't be in cover or obscured by terrain <3" tall; can be shot while within control range of friendlies; moves through terrain <2" tall.

Will of the Hive Mind: Ignore the changes to this operative's stats from being injured (including its weapons' stats).

Fury: This operative's melee weapons have the Ceaseless weapon rule; if a weapon already has it, it gains Relentless instead. Worsen the Hit stat of this operative's ranged weapons by 1. These changes have been incorporated into the weapon statistics above.

Behaviour: Brawler: This NPO will move towards the enemy to Fight them, but will seek cover on its way. When activated, if it will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order. Priorities:

  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.

Control: 6:

Points: 10:

Tyranid, Carnifex, Nemesis NPO

Equipment

Ploys

Tac Ops