Deadly Sniper Mission NPO

THREAT PRINCIPLE When making decisions for NPOs, use the threat principle: go with the option that’s worst for you. This can determine which ready NPO activates, how an NPO moves, shoots and fights, how to resolve their dice, etc. There are a few examples below (containing decisions in order of priority) that you can use as a guide, but if one option feels worse for you – in particular to stop you winning the mission – go with that. If you still cannot decide, randomly choose one. Activation Priority Multiple NPOs are ready, so the player(s) activate the NPO that:

  1. Can perform the Fight or Shoot action (as determined by its behaviour), and is the most threatening to do so (e.g. is more likely to incapacitate an enemy operative, is more likely to prevent the player(s) winning, etc.).
  2. Is not in cover from a player operative.
  3. Is closer to a player operative. Shoot action An NPO performs the Shoot action and multiple enemy operatives are valid targets. It shoots the enemy operative that is:
  4. Not obscured.
  5. Not in cover.
  6. Closest.
  7. Wounded.
  8. Ready. Fight action An NPO performs the Fight action and multiple enemy operatives are within its control range. It fights the enemy operative that:
  9. It’s more likely to incapacitate.
  10. Is ready.

Deadly Sniper Mission NPO

Common Abilities and Options

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

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

Operatives

1. Sniper
Sniper
A 0
M 0
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Sniper Rifle (Devastating 3, Heavy Silent)
4
2+
3/3
Abilities
Reload

Reload: 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.

NPO
2. Heavy (Marksman)
Heavy (Marksman)
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Abilities
This operative can perform two Shoot actions during its activation.
NPO
3. Heavy (Marksman)
Heavy (Marksman)
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Firearm
4
3+
3/4
Abilities
This operative can perform two Shoot actions during its activation.
NPO
4. Heavy (Brawler)
Heavy (Brawler)
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
This operative can perform two Fight actions during its activation.
NPO
5. Heavy (Brawler)
Heavy (Brawler)
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
4/5
Abilities
This operative can perform two Fight actions during its activation.
NPO

Reserves

Heavy (Marksman)
Heavy (Marksman)
A 3
M 6"
S 3+
W 14/14
NPO
Heavy (Brawler)
Heavy (Brawler)
A 3
M 6"
S 3+
W 14/14
NPO

Equipment

Ploys

Tac Ops

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.