Non-Player Operatives


Total Wounds: 31

Non-Player Operatives

Common Abilities and Options

Weapon Options:
This NPO has either a slugga and choppa or a shoota and fists. 1 in 5 can have their shoota replaced with a ranged weapon marked with an asterisk (*).

Operatives

1. 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

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.

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
2. ORK: Boy
ORK: Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
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

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.
32ORK
3. 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
Abilities
Two ActionsBehaviour - BattlerWeapon Options

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

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.
32ORK

Equipment

Ploys

Tac Ops

Non-Player Operatives by Figua - KTDash