NPO

Books

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Datacards


Hormagaunt

Hormagaunt

APL
2
MOVE
7"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Scything talons
Scything talons
4
3+
3/4
-
Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, 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, if able).
4. Dash towards the closest player operative, to cover if possible
⌀28mm


Ripper Swarm

Ripper Swarm

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Claws & teeth
Claws & teeth
5
4+
1/2
-
Hidden Horrors: Whenever this operative 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"
Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, 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, if able).
4. Dash towards the closest player operative, to cover if possible
⌀40mm


Barbgaunt

Barbgaunt

APL
2
MOVE
6"
SAVE
4+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Claws & teeth
Claws & teeth
3
4+
2/3
-
Barblauncher (mobile)
Barblauncher (mobile)
5
4+
3/5
Blast 2"Blast 2"
Barblauncher (stationary)
Barblauncher (stationary)
5
4+
3/5
Blast 2", Ceaseless, HeavyBlast 2", Ceaseless, Heavy
Hidden Horrors: Whenever this operative 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"
Behaviour: This NPO will move to an ideal position to shoot the enemy. When activated, if it can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.
1. Fall Back to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location where there’s an objective marker visible to this NPO.
2. Shoot.
3. Reposition to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate to better win the mission (a subsequent Dash action can fulfil these, if able).
4. Dash to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate to better win the mission.
⌀40mm


Ravener

Ravener

APL
3
MOVE
7"
SAVE
5+
WOUNDS
20
 
NAME
ATK
HIT
DMG
WR
Scything talons
Scything talons
5
3+
4/5
-
Predatory Xenoform: This operative can perform two Fight actions during its activation.
Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, 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, if able).
4. Dash towards the closest player operative, to cover if possible
⌀40mm


Termagant

Termagant

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Fleshborer
Fleshborer
4
4+
3/4
-
Claws & teeth
Claws & teeth
3
4+
2/3
-
Behaviour: This NPO will move to an ideal position to shoot the enemy. When activated, if it can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.
1. Fall Back to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location where there’s an objective marker visible to this NPO.
2. Shoot.
3. Reposition to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate to better win the mission (a subsequent Dash action can fulfil these, if able).
4. Dash to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate to better win the mission.
⌀28mm


Von Ryan’s Leaper

Von Ryan’s Leaper

APL
3
MOVE
7"
SAVE
5+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Scything talons
Scything talons
5
3+
4/5
-
Predatory Xenoform: This operative can perform two Fight actions during its activation.
Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, 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, if able).
4. Dash towards the closest player operative, to cover if possible
⌀40mm


Flayed One

Flayed One

APL
2
MOVE
5"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Flayer claws
Flayer claws
4
3+
4/5
Ceaseless, RendingCeaseless, Rending
Horrifying Flaying: Whenever this NPO incapacitates a player operative while fighting or retaliating, select one other player operative visible to and within 3" of either this NPO or the incapacitated player operative and roll one D6; on a 3+, subtract 1 from that other player operative’s APL stat until the end of its next activation.
Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order. It will perform the Operate Hatch action where necessary to fulfil its behaviour.
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, if able).
4. Dash towards the closest player operative, to cover if possible
⌀28mm


Skorpekh Destroyer

Skorpekh Destroyer

APL
2
MOVE
6"
SAVE
3+
WOUNDS
18
 
NAME
ATK
HIT
DMG
WR
Skorpekh hyperphase weapons
Skorpekh hyperphase weapons
4
3+
4/6
Balanced, Lethal 5+, Whirling Onslaught*Balanced, Lethal 5+, Whirling Onslaught*
*Whirling Onslaught: Whenever this NPO is fighting or retaliating with this weapon, each time it strikes with a critical success, also inflict D3 damage on each other player operative within this NPO’s control range.
Hulking: Whenever player(s) are selecting a valid target, if this NPO has a Conceal order, it cannot use Light terrain for cover. While this can allow this NPO to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).
Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order. It will perform the Operate Hatch action where necessary to fulfil its behaviour.
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, if able).
4. Dash towards the closest player operative, to cover if possible
⌀28mm


Hexmark Destroyer

Hexmark Destroyer

APL
2
MOVE
6"
SAVE
3+
WOUNDS
15
 
NAME
ATK
HIT
DMG
WR
Enmitic disintegrator pistols (point-blank)
Enmitic disintegrator pistols (point-blank)
5
3+
3/4
-
Enmitic disintegrator pistols (sweeping)
Enmitic disintegrator pistols (sweeping)
5
4+
3/2
Range 9", Devastating 2, Piercing 1. Saturate, Torrent 2"Range 9", Devastating 2, Piercing 1. Saturate, Torrent 2"
Enmitic disintegrator pistols (point-blank)
Enmitic disintegrator pistols (point-blank)
5
3+
3/4
-
Multi-Threat Eliminator: Whenever a player operative within 8" of this NPO is shooting it, keep track of each attack dice that’s discarded as a tail. After the action, before incapacitated operatives are removed (including this one, if relevant), this NPO can perform a free Shoot action (you can change its order to Engage to do so), but it can only target that player operative with its enmitic disintegrator pistols (focused), and you only roll a number of attack dice equal to the opponent’s discarded attack dice plus one (to a maximum of four).
Behaviour: This NPO will move to an ideal position to shoot the enemy, but will fight if it can’t do anything else. When activated, if it will perform the Shoot or Fight action during that activation, give it an Engage order. If it cannot, give it a Conceal order. It will perform the Operate Hatch action where necessary to fulfil its behaviour.
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, if able).
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.
5. Fight.
⌀50mm


Royal Warden

Royal Warden

APL
3
MOVE
5"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Relic gauss blaster
Relic gauss blaster
4
3+
4/6
Lethal 5+, Piercing 1Lethal 5+, Piercing 1
Bayonet
Bayonet
4
3+
3/4
-
Engrammatic Logic: Whenever an NPO is within 6" of this NPO you can ignore any changes to that NPO’s stats from being injured (including its weapons stats).
Behaviour: This NPO will move to an ideal position to shoot the enemy, but will fight if it can’t do anything else. When activated, if it will perform the Shoot or Fight action during that activation, give it an Engage order. If it cannot, give it a Conceal order. It will perform the Operate Hatch action where necessary to fulfil its behaviour.
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, if able).
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.
5. Fight.
⌀32mm


Lychguard

Lychguard

APL
2
MOVE
5"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Hyperphase sword
Hyperphase sword
4
3+
4/6
Lethal 5+, Shield*Lethal 5+, Shield*
Warscythe
Warscythe
4
3+
5/7
Lethal 5+Lethal 5+
*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Behaviour: This NPO will stay close to the Royal Warden unless the enemy is close enough to charge or fight. If it can perform either of its first two actions during that activation, or if it can end the activation with a Royal Warden that has an Engage order within its control range, give it an Engage order. If it cannot, give it a Conceal order. It will perform the Operate Hatch action where necessary to fulfil its behaviour.
1. Fight.
2. Charge the closest player operative via the shortest possible route.
3. Reposition towards the Royal Warden NPO, to cover if possible (a subsequent Dash action can fulfil this, if able). If the Royal Warden NPO isn’t in the killzone, Reposition towards the closest player operative (following the same conditions).
4. Dash towards the Royal Warden NPO, to cover if possible. If the Royal Warden NPO isn’t in the killzone, Dash towards the closest player operative (following the same conditions).
⌀32mm

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Engage: The operative can perform actions as normal and can counteract.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Balanced
You can re-roll one of your attack dice.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Saturate
The defender cannot retain cover saves.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

OPERATE HATCH1AP

Open or close a hatchway thats access point is within the operative’s control range.

An operative can perform this action during the Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
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