Ciaphas Cain Nemesis Operative

Homebrew by Uthred117

A custom Joint Ops Nemesis NPO pairing for Kill Team, featuring Commissar Ciaphas Cain and Gunner First Class Ferik Jurgen.

Designed for narrative solo/co-op missions, Cain and Jurgen act as a small but slippery defensive command element: Cain inspires nearby allies and proves annoyingly difficult to kill, while Jurgen lurks nearby with his meltagun, bodyguard instincts, and deeply unpleasant anti-psyker presence.

Best used with the custom mission Cain’s “Heroic” Stand, inspired by the First Siege of Perlia and the March of the Liberator, which you can find here: link

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Composition

**OPERATIVES ** **Ciaphas Cain **- Relic Las-pistol, Heroic Chainsword

**Ferik Jurgen **- Upgraded Meltagun, Gun Butt

Behaviour:
When this NPO activates, you have to choose the following behaviour type depending if it is visible and within 8" of a friendly NPO (excluding Jurgen) or not. When it is visible and within 8" of a friendly NPO (excluding Jurgen), choose "For the Emperor!!!". When it isn't visible and within 8" of a friendly NPO (excluding Jurgen), choose "I am needed elsewhere."

Ciaphas Cain
A 3
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Relic las-pistol (Lethal 5+, Devastating 1, Range 8")
4
2+
2/3
Heroic Chainsword (Lethal 5+, Parry*)
5
2+
4/5
Abilities
"If You Insist"Hero of the ImperiumInspiringMaster strategistParryRidiculously lucky
Options
BehaviourFor the Emperor!!!I am needed elsewhere

"If You Insist": During each of this operative’s activations, it can perform the Fight action up to two times.

Hero of the Imperium: Can Fall Back for 1 APL and is immune to any effects that prevent or modify Fall Back (Manacles etc.)

Inspiring: Other friendly operatives within 6" of this operative gain Balanced on all their attacks, but only when this operative is on an Engage order.

Master strategist: Ignore the Saturate weapon rule. If this operative can retain any cover saves, it can retain one additional cover save, or retain one cover save as a critical success. If this operative can retain any cover saves, ignore the Piercing weapon rule against this operative.

Parry: This operative can block a critical hit with a normal hit. In addition, this operative can block normal hits from weapons with the Brutal weapon rule using normal hits.

Ridiculously lucky: This operative halves all incoming damage, rounding up. This operative does not lose wounds as a result of the Devastating weapon rule.

For the Emperor!!!: This NPO will move towards the enemy to fight them, but will seek cover on its way, and will shoot if the need arises. When activated, if it 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. Shoot.
  4. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  5. Dash towards the closest player operative, to cover if possible.

I am needed elsewhere: This NPO will move away from the enemy to avoid them and will seek cover on its way, but it will always try to not be the furthest away NPO from the enemy (out of a sense of duty and shame). It will shoot if the need arises. When activated, if it 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 this NPO isn't a valid target to any enemy operatives or at least into cover.
  2. Reposition. If possible, to a location where this NPO isn't a valid target to any enemy operatives or at least into cover.
  3. Shoot.
  4. Dash to a location where this NPO isn't a valid target to any enemy operatives or at least into cover.
32Imperium, Imperial Guard, Commisar, Nemesis
Ferik Jurgen
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Upgraded Meltagun (Piercing 2, Devastating 4, Range 6")
4
3+
6/3
Upgraded Meltagun (Piercing 2, Devastating 4, Torrent 1", Hot, Range 6")
4
3+
6/3
Gun Butt
4
3+
2/4
Abilities
"Always creeping up on me"0AP: "Tanna, Sir?"Loyal ManservantLucky by associationUnnerving Presence
Options
Behaviour

"Always creeping up on me": After Ciaphas Cain finishes an activation, Jurgen can perform a Free Dash, but he has to finish that Dash closer to Ciaphas than he started.

"Tanna, Sir?" (0AP): Select one friendly Ciaphas Cain operative within this operative’s Control Range. That operative regains up to D3 lost wounds. This operative cannot perform this action while within Control Range of an enemy operative.

Loyal Manservant: When Ciaphas Cain is selected as the valid target of a Shoot action or to fight against during the Fight action, if Jurgen is visible and within 3" of Ciaphas, Jurgen can become the valid target or to be fought against instead (even if Jurgen wouldn’t normally be valid for this). If it’s the Fight action, treat Jurgen as being within the fighting operative’s control range for the duration of that action. If it is the shoot action, Jurgen is only in cover or obscured if Ciaphas was. This rule has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.

Lucky by association: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

Unnerving Presence: Psychic ranged weapons cannot inflict damage on Jurgen and friendly operatives within 2" of Jurgen and the same cannot be selected and are never treated as being within those actions required distances. Whenever an operative is within 2" of Jurgen:

  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
  • Whenever an operative with the Psychic keyword starts and/or ends an activation within 2" of Jurgen, inflict 1 Dmg on that operative.
32Imperium, Imperial Guard, Manservant, Nemesis
Placeholder
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fists
3
4+
1/2
32
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.