Thousand Sons Custom NPOs

Thousand Sons Custom NPOs

Common Abilities and Options

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.

Behavior - 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.

Special Weapon:
Only 1 in 3 Traitor Guardsman operatives can have this weapon.

Behavior - Marksman:
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

Operatives

1. Thousand Sons Sorcerer
Thousand Sons Sorcerer
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Sorcery
Doombolt (Psychic, Dev2, Lethal 5+)
4
3+
4/2
Fluxblast (Psychic, Blast 2", Rnd)
4
3+
3/4
Prosperine Khopesh (Lethal 5+)
5
3+
4/6
Abilities
Extra DefenceBulkyNemesis - SmallTowering Size
Options
Allegiance: ChaosBehavior - GuardianTrait: Shielded

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

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.

Nemesis - Small: Weapon and Option Selection

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

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

Allegiance: Chaos: **Let The Galaxy Burn: ** Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Behavior - 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.

Trait: Shielded: *With an ablative outer skin, redundancy mechanisms or the ability to call upon esoteric protection, this operative can shrug off what should be a devastating blow. * Once per battle, when an attack dice inflicts damage on this operative, you can ignore that inflicted damage.

Nemesis, Chaos
2. Rubric Marine (A)
Rubric Marine w/ Bolt Gun
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesBehavior - Guardian
CHAOS
3. Rubric Marine (B)
Rubric Marine w/ Bolt Gun
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesBehavior - Guardian
CHAOS
4. Traitor Guardsman (A)
Guardsman
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Knife
3
4+
2/3
Abilities
Special WeaponBehavior - Marksman
NPO-BASIC
5. Traitor Guardsman (B)
Guardsman
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Knife
3
4+
2/3
Abilities
Special WeaponBehavior - Marksman
NPO-BASIC
6. Traitor Guardsman (C)
Guardsman
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Firearm
4
4+
2/3
Knife
3
4+
2/3
Abilities
Special WeaponBehavior - Marksman
NPO-BASIC
7. Traitor Guardsman w/ Special Weapon
Guardsman
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
Special WeaponBehavior - Marksman
NPO-BASIC

Equipment

Ploys

Tac Ops