Dummy Bots


Total Wounds: 84

Dummy Bots

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. Gretchin 1 (Blue Hat)
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
Abilities
BehaviourSpecial Weapon
2. Gretchin 2
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
3. Gretchin 3
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
4. Gretchin 4 (BlackTurb)
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
Abilities
BehaviourSpecial Weapon
5. Gretchin 5
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
6. Gretchin 6
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
7. Gretchin 7 (Mad Mace)
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
Abilities
BehaviourSpecial Weapon
8. Gretchin 8
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
9. Gretchin 9
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
10. Gretchin 10
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. Runtherd and Red
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.

Equipment

Ploys

Tac Ops