Non-Player Operatives


Total Wounds: 67

Non-Player Operatives

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 gun butt and either an autogun or a shotgun. 1 in 3 can have a ranged weapon marked with an asterisk (*) instead of an autogun or a shotgun. Note that if a weapon with an asterisk has multiple profiles, it's still the same ranged weapon.

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.

Operatives

1. TYR: Termagant
TYR: 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
Behaviour - Marksman
25TYRANID
2. TYR: Termagant
TYR: 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
Behaviour - Marksman
25TYRANID
3. TYR: Termagant
TYR: 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
Behaviour - Marksman
25TYRANID
4. TYR: Termagant
TYR: 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
Behaviour - Marksman
25TYRANID
5. GSC: Neophyte Hybrid
GSC: Neophyte Hybrid
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Gun butt
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
25TYRANID, GENESTEALER CULT
6. GSC: Neophyte Hybrid
GSC: Neophyte Hybrid
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Shotgun (Rng6")
4
3+
3/3
Gun butt
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
25TYRANID, GENESTEALER CULT
7. GSC: Neophyte Hybrid
GSC: Neophyte Hybrid
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Gun butt
3
4+
2/3
Abilities
Behaviour - MarksmanWeapon Options
25TYRANID, GENESTEALER CULT
8. GSC: Acolyte Hybrid
GSC: Acolyte Hybrid
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Hand flamer (Rng6", Limited 1, Sat)
4
2+
3/3
Cult claws & knife (Rnd)
4
3+
3/5
Abilities
Behaviour - Battler/BrawlerWeapon Options
32TYRANID, GENESTEALER CULT
9. GSC: Acolyte Hybrid
GSC: Acolyte Hybrid
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Hand flamer (Rng6", Limited 1, Sat)
4
2+
3/3
Cult claws & knife (Rnd)
4
3+
3/5
Abilities
Behaviour - Battler/BrawlerWeapon Options
32TYRANID, GENESTEALER CULT

Equipment

Ploys

Tac Ops