NPO New


Total Wounds: 135

NPO New

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 splinter rifle and array of blades. 1 in 5 can have a ranged weapon marked with an asterisk (*) instead of a splinter rifle. Note that if a weapon with an asterisk has multiple profiles, it's still the same ranged weapon.

Behaviour - 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.

Astartes:
This NPO can perform two Fight or two Shoot actions during each of its activations. If it's two Shoot actions, a bolt pistol or boltgun must be selected for both of them.

Behaviour - Battler/Guardian:
#### 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.

Guardian

This NPO will shoot the enemy as a priority, but will fight 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. Shoot.
  3. Charge the closest player operative that's within 4" of it via the shortest possible route.
  4. 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).
  5. 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.

Operatives

1. AEL: Warrior
AEL: Warrior
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Blaster (Prc 2)
4
3+
4/5
Dark Lance* (Heavy (Dash only), Prc 2)
4
3+
6/7
Shredder* (Rnd, Tor1")
4
3+
4/5
Splinter Cannon*
Focused (Heavy (Dash only), Lethal 5+)
5
3+
3/5
Sweeping (Heavy (Dash only), Lethal 5+)
4
3+
3/5
Splinter Rifle (Lethal 5+)
4
3+
2/4
Array of blades
3
3+
3/4
Abilities
Behaviour - MarksmanWeapon Options
32AELDARI, DRUKHARI
2. AEL: Wych
AEL: Wych
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Splinter Pistol (Rng8", Lethal 5+)
4
3+
2/4
Hekatarii Blade (Lethal 5+)
4
3+
3/5
Hydra Gauntlets* (Brutal)
5
3+
3/5
Razorflails*
5
3+
4/6
Shardnet & Impaler* (Brutal)
4
3+
4/5
Abilities
Behaviour - Battler/BrawlerMurderous DexterityWeapon Options

Behaviour - Battler/Brawler: #### 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.

Brawler

This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge 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. Dash towards the closest player operative, to cover if possible.

Murderous Dexterity: Whenever this NPO is fighting or retaliating, its opponent cannot re-roll their attack dice.

32AELDARI, DRUKHARI
3. AEL: Guardian
AEL: Guardian
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Fusion gun (Rng6", Dev 4, Prc 2)
4
2+
6/3
Flamer (Rng8", Sat, Tor2")
4
2+
3/4
Shuriken catapult (Rnd)
4
3+
3/4
Shuriken pistol (Rnd)
4
3+
3/4
Fists
3
3+
2/4
Power weapon
4
3+
4/5
Sword
4
4+
4/5
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.
32AELDARI, ASURYANI
4. CHAOS: Chaos Cultist
CHAOS: Chaos Cultist
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng8")
4
4+
2/3
Close combat weapon
4
4+
2/3
Abilities
Behaviour - BattlerMob

Mob: Whenever this NPO is within 3" of any other friendly CULTIST NPOs, add 1 to both Dmg stats of this NPO's weapons and they have the Accurate 1 weapon rule.

25CHAOS
5. CHAOS: Legionary
CHAOS: Legionary
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng8")
4
3+
3/4
Boltgun
4
3+
3/4
Flamer* (Rng8", Sat, Tor2")
4
2+
3/3
Heavy Bolter*
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor1")
4
3+
4/5
Meltagun* (Rng6", Dev 4, Prc 2)
4
3+
4/5
Missile Launcher*
Frag (Blast 2", Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Prc 1)
4
3+
5/7
Plasma Gun*
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Reaper Chaincannon*
Focused (Ceaseless, Hvy(Repos), Punishing)
5
3+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor2")
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBehaviour - Battler/GuardianWeapon Options
32CHAOS
6. CHAOS: Lesser Daemon
CHAOS: Lesser Daemon
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Daemonic weapon (Lethal 5+)
4
3+
4/5
Abilities
Behaviour - Brawler

Behaviour - Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge 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. Dash towards the closest player operative, to cover if possible.
32CHAOS
7. 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
Grenade Launcher*
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Lasgun
4
4+
2/3
Meltagun* (Rng6", Dev 4, Prc 2)
4
4+
6/3
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
25IMPERIUM, CADIAN
8. IMP: Battle Sister
IMP: Battle Sister
A 2
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Heavy Bolter*
Focused (Heavy (Dash only), PrcCrit1)
4
3+
4/5
Sweeping (Heavy (Dash only), PrcCrit1, Sat, Tor1")
5
3+
4/5
Heavy Flamer* (Rng8", Heavy (Dash only), Sat, Tor2")
4
2+
3/3
Meltagun* (Rng6", Dev 4, Prc 2)
4
3+
6/3
Multi-Melta* (Ceaseless, Rng6", Dev 4, Prc 2)
4
3+
6/3
Storm Bolter* (Ceaseless)
3
3+
2/4
Fists
3
3+
2/4
Abilities
Behaviour - MarksmanWeapon Options
32IMPERIUM, ADEPTA SORORITAS
9. IMP: Intercessor
IMP: Intercessor
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt rifle (PrcCrit1)
4
3+
3/4
Heavy bolt pistol (Rng8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBehaviour - Battler/Brawler/GuardianWeapon Options

Behaviour - Battler/Brawler/Guardian: #### 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.

Brawler

This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge 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. Dash towards the closest player operative, to cover if possible.

Guardian

This NPO will shoot the enemy as a priority, but will fight 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. Shoot.
  3. Charge the closest player operative that's within 4" of it via the shortest possible route.
  4. 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).
  5. 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.
32IMPERIUM, ADEPTUS ASTARTES
10. ORK: Gretchin
ORK: Gretchin
A 2
M 6"
S 6+
W 5/5
Weapons
ATK
HIT
DMG
Grot blasta (Rng8")
4
4+
2/3
Grot knife
3
5+
2/3
Abilities
Behaviour - MarksmanSmall

Small: Whenever this NPO 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".

25ORK
11. ORK: Boy
ORK: Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Big Shoota* (Hvy(Repos), Punishing, Tor1")
5
5+
4/5
Rokkit Launcha* (Blast 1", Hvy(Repos), Punishing)
6
5+
4/5
Shoota (Punishing)
4
5+
3/4
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Fists
3
3+
2/3
Abilities
Behaviour - Battler/GuardianWeapon Options
32ORK
12. ORK: Nob
ORK: Nob
A 3
M 6"
S 5+
W 16/16
Weapons
ATK
HIT
DMG
Kustom shoota
5
5+
3/4
Big choppa (Brutal, Shock)
5
3+
5/6
Power klaw
4
3+
5/7
Abilities
Two ActionsBehaviour - BattlerWeapon Options

Two Actions: This NPO can perform two Fight or two Shoot actions during each of its activations.

32ORK
13. TAU: Fire Warrior
TAU: Fire Warrior
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Pulse blaster (Rng8")
4
3+
4/4
Pulse rifle
Stationary
4
4+
4/5
Mobile (Balanced, Heavy)
4
4+
4/5
Gun butt
3
5+
2/3
Abilities
Behaviour - MarksmanWeapon Options
25TAU EMPIRE
14. TAU: XV26 Stealth Battlesuit
TAU: XV26 Stealth Battlesuit
A 3
M 6"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Burst cannon
Focused (Ceaseless)
5
4+
3/4
Sweeping (Ceaseless)
4
4+
3/4
Fusion blaster
Short Range (Rng6", Dev 4, Prc 1)
4
4+
6/3
Long Rnage (Rng12", Prc 1)
3
4+
4/5
Fists
3
4+
3/4
Abilities
Behaviour - MarksmanStealth FieldWeapon Options

Stealth Field: Whenever this NPO has a Conceal order, it is not visible to enemy operatives more than 3" from it (this takes precedence over all other rules).

40TAU EMPIRE

Equipment

Ploys

Tac Ops