Quick n' Dirty Ork NPOs


Total Wounds: 105

Quick n' Dirty Ork NPOs

Common Abilities and Options

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

Special Weapon:
Only 1 in 3 Marksman Trooper operatives can have this weapon.

Operatives

1. Sniper
Sniper
A 0
M -
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Sniper Rifle (Dev3, Hvy, Sil)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
BehaviorReloadSniper's Nest

Behavior: This operative cannot move, have an Engage order, be readied or be activated. Whenever an NPO would activate, if this operative has reloaded (see below) and there’s a valid target for it, perform the Shoot action with this operative instead of activating an NPO, then it has no longer reloaded.

Reload: In the Ready step of each Strategy phase, this operative has reloaded. Each time after this operative performs the Shoot action, roll one D6: after a number of player operatives have been activated this turning point equal to the result, this operative has reloaded.

Sniper's Nest: Whenever this operative is shooting, operatives cannot be obscured. Whenever determining visibility from this operative (but not to it), the line can also be drawn from any part of the Vantage terrain it’s on, or the rampart touching that Vantage terrain.

2. Marksman Heavy
Marksman Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Knife
4
3+
3/4
Abilities
Double ShootBehaviour

Double Shoot: This operative can perform two Shoot actions during its activation.

3. Brawler Heavy
Brawler Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
Double FightBehaviour

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

4. Marksman Warrior
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
5. Marksman Warrior
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
6. Marksman Warrior
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
7. Brawler Tough
Brawler Tough
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Abilities
Behaviour
8. Brawler Tough
Brawler Tough
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
4/5
Abilities
Behaviour
9. Marksman Trooper
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
10. Marksman Trooper
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
11. Brawler Trooper
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
4
4+
3/4
Abilities
Behaviour

Equipment

Ploys

Tac Ops