!Nemesis operatives

Homebrew by Delqo

Message Delqo_ on discord with more units that you want to be added and i will add them Please mentally replace the APL stat on all of these units as thei Control stat instead.

NEMESIS operatives are very different to normal operatives, therefore they have some important core rules to reflect this that can be found on these cards. Note that when a NEMESIS is a player operative, it doesn't gain a faction keyword. For example, it cannot be selected for your kill team's faction rules that specify an operative with that faction keyword.

  • EXTRA DEFENCE: Whenever an operative is shooting this operative, collect and roll one additional defence dice, 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's a player operative, APL changes don't affect the 5AP you can spend per turning point.

  • 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's not wholly intervening. • Whenever another operative is performing the Shoot action, being within control range of other operatives doesn't 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's an equipment terrain feature, remove it from the battl

75% positive
Composition

Whoever u want bc its one per team

Common Abilities and Options

Allegiance Trait: 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.

Allegiance Trait: Will of the Hive Mind:
Ignore the changes to TYRANID NPO and friendly TYRANID NEMESIS operatives' stats from being injured (including their weapon's stats).

Behaviour: Brawler:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge 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. Dash towards the closest player operative, to cover if possible.
Myphitic Blight Hauler
A 5
M 6"
S 4+
W 50
Weapons
ATK
HIT
DMG
Multi-Melta (Devastating 4, Heavy (Reposition only), Piercing 2)
4
3+
6/3
Missile launcher (frag) (Blast 2”)
4
3+
3/5
Bilespurt (Selection 0)
3
4+
4/5
Abilities
Allegiance Trait: Let the Galaxy BurnBehaviour: MarksmanNemesis Trait: Tough

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.

Nemesis Trait: Tough: Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+ subtract 1 from that inflicted damage.

Chaos, Daemon Engine, Nurgle
Psychophage
A 6
M 6"
S 4+
W 75
Weapons
ATK
HIT
DMG
Psychoclastic torrent (Range 8”, Saturate, Torrent 2” Ceasless)
5
2+
3/3
Lasher tendrils (Lethal 5+)
6
3+
3/5
Abilities
Allegiance Trait: Will of the Hive MindBehaviour: GuardianNemesis Trait: Armoured

Behaviour: 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.

Nemesis Trait: Armoured: Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative's Save stat by 1.

Xenos, Tyranid, Beast
Winged Tyranid Prime
A 4
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Power Talon (Lethal 5+, Rending)
4
3+
5/6
Abilities
Allegiance Trait: Will of the Hive MindBehaviour: BrawlerNemesis Trait: BlitzNemesis Trait: Duellist

Nemesis Trait: Blitz: Whenever this operative performs the Charge action during its activation, its melee weapons have the Severe and Shock weapon rules until the end of that activation.

Nemesis Trait: Duellist: Whenever this operative is fighting or retaliating, you can resolve one of its successes before the normal order. If you do, that succrss must be used to block.

Xenos, Tyranid, Warrior
Beast of Nurgle
A 4
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Toxic Tendrils (Lethal 5+)
6
3+
3/5
Abilities
Allegiance Trait: Let the Galaxy BurnBehaviour: BrawlerNemesis Trait: Crushing ImpactNemesis Trait: Violent Demise

Nemesis Trait: Crushing Impact: When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

Nemesis Trait: Violent Demise: If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

Chaos, Daemon, Nurgle
Equipment
Ploys
TacOps