Easy prey...


Total Wounds: 122

Easy prey...

Common Abilities and Options

Behaviour:
When activated, if this NPO can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  • Fight
  • Charge the closest enemy operative via the shortest possible route
  • Reposition toward the closest enemy operative, to cover if possible (a subsequent Dash action can fulfil this, if able)
  • Dash towards the closest enemy operative, to cover if possible

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

Operatives

1. LEADER - Main target
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.

NPO-BASIC
2. 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.

DEADLY SNIPER MISSION PACK
3. Heavy weapon
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
NPO-BASIC
4. Heavy weapon
Marksman Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Special Weapon (Prc1)
4
4+
4/5
Knife
3
4+
2/3
Abilities
BehaviourSpecial Weapon
NPO-BASIC
5. Foot soldier
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
NPO-BASIC
6. Nemesis - Large
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Heavy Bolter (PrcCrit1, Tor1")
5
3+
4/5
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: GuardianAllegiance: ImperiumTrait: Implacable

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: 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.

Allegiance: Imperium: Defenders Of The Imperium:

Whenever an operative is shooting an Imperium NPO or friendly Imperium Nemesis operative, if that Imperium operative is wholly within its territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).

Trait: Implacable: Unyielding and without mercy while there are enemies yet to kill, this operative pours its remaining strength into the foe's elimination, even when gravely impaired.

Ignore any changes to this operative's weapon stats from being injured.

NEMESIS

Equipment

Ploys

Tac Ops