Nemesis Ops

Homebrew by Hobbit
  1. Select an Allegiance keyword and add it to your operative's datacard. Other operatives that don't share that keyword cannot be used in the same killteam as it
  2. Select the Nemesis operative's size to determine it's starting stats. Nemesis operatives use a new stat called Control for their Apl stat that is used in all instances except spending action points. Eg. Controlling markers and comparing dice to Apl stat use control. Nemesis operatives will activate twice per turning point, but restrictions and apl limits depend on whether it is an NPO or player operative
  3. If it's an NPO select how it will behave
  4. Select weapons up to the number permitted for it's size
  5. Select Traits. This will be one from your faction, one from the default list. Additional choices can be made for any weapon selections not used Note : When player controlled, Nemesis Ops do not gain a faction keyword, so cannot benefit from a team's rules that specify an operative with the faction keyword
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Composition
Nemesis Op Small (select 2 weapons)
A 4
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Autocannnon/Deathspitter/Missile Pod
5
3+
5/6
Burst Cannon/Scatter laser/Devourer (Ceasless, Torrent 1")
5
3+
3/4
Cyclic ion raker (Heavy (Reposition only), Piercing 1, Selection 2, Torrent 2")
5
3+
4/5
Flamestorm cannon/Flamespurt (Range 8", Heavy (Reposition only), Selection 2, Torrent 2")
6
2+
3/3
Havoc Launcher/Grotzooka/Spore mine launcher (Blast 2")
4
3+
4/6
Heavy bolter (Piercing crits 1, Torrent 1")
5
3+
4/5
Heavy flamer/Incendine combustor/Liquifier gun/Skorcha (Range 8", Saturate, Torrent 2")
5
2+
3/3
Heavy onslaught gattling cannon/Avenger chaincannon/Enmitic Exterminator (Heavy (Reposition only), Selection 2, Torrent 2")
6
3+
4/5
Heavy phosphor blaster (Saturate, Severe)
5
3+
4/5
Heavy rail rifle/Doomsday blaster/Gauss destructor (Heavy (Reposition only), Piercing 2, Selection 2)
5
3+
6/7
Heavy stubber/Big shoota (Torrent 1")
5
3+
4/5
Lascannon/Bright lance/Dark lance (Heavy (Reposition only), Piercing 2)
4
3+
6/7
Macro plasma incinerator
Standard (Blast 2", Heavy (Reposition only), Piercing 1, Selection 2)
5
3+
4/6
Supercharge (Blast 2", Heavy (Reposition only), Hot, Lethal 5+, Piercing 1, Selection 2)
5
3+
5/6
Meltagun/Fusion blaster/Heat lance (Range 6", Devastating 4, Piercing 2)
4
3+
6/3
Missile launcher
Frag (Blast 2")
4
3+
3/5
Krak (Piercing 1)
4
3+
5/7
Multi-melta (Devastating 4, Heavy (Reposition only), Piercing 2)
4
3+
6/3
Plasma cannon
Standard (Blast 2", Heavy (Reposition only), Piercing 1)
4
3+
4/6
Supercharge (Blast 2", Heavy (Reposition only), Hot, Lethal 5+, Piercing 1, Selection 2)
4
3+
5/6
Plasma gun
Standard (Piercing 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Rokkit launcha (Piercing 1)
6
4+
4/5
Shuriken cannon (Rending, Torrent 1")
5
3+
4/5
Splinter cannon (Lethal 5+, Torrent 1")
5
3+
3/5
Starcannon/Heavy venom cannon/Kustom mega-blasta (Lethal 5+, Piercing 1)
4
3+
5/6
Stranglethorn cannon (Blast 2", Lethal 5+)
5
3+
3/5
Thermal spear/Fusion collider (Devastating 4, Heavy (Reposition only), Piercing 2, Selection 2)
5
3+
6/3
Chain weapon (Brutal, Rending)
4
3+
5/6
Close combat weapon (Selection 0)
3
4+
4/5
Dread saw (Rending)
5
3+
4/5
Fleshmower (Brutal)
5
2+
4/5
Paired weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat)
-
-
-
Power fist/Crushing claw (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceTowering size
Options
ArmouredBlitzDuellistFocused targetingClose-range lethalityFuryImplacableCrushing ImpactShieldedShroudedTenaciousToughViolent demise

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 for 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.

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

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.
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain

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.

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

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

Focused targeting: Whenever this operative is shooting during it's activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

Close-range lethality: Whenver this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule, if the weapon already has that weapon rule, it also has the Severe weapon rule.

Fury: This operative's melee weapons have the Ceasless weapon rule, if the weapon already has that weapon rule, it has the Relentless weapon rule. Worsen the hit stat of this operative's ranged weapons by 1.

Implacable: Ignore any changes to this operative's weapon stats from being injured.

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

Shielded: Once per battle, when an attack dice inflicts damage on his operative, you can ignore that inflicted damage.

Shrouded: Whenever an operative is shooting this operative from more than 8" away, attack dice cannot be re-rolled.

Tenacious: Ignore any changes to this operative's move stat from being injured.

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.

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

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.