Rolo's Nemesis Operatives
Composition
Common Abilities and Options
Allegiance Trait: Arrogant Superiority:
Whenever an AELDARI NPO or friendly AELDARI NEMESIS operative is shooting against or fighting against a ready enemy operative, if two or more fails are rolled for it, one of them can be discarded to re-roll another.
Behavior: Guardian:
This operative 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.
- Fight.
- Shoot.
- Charge the closest enemy operative that's within 4" of it via the shortest possible route.
- 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 friendly operatives to better win the mission (a subsequent Dash action can fulfill these).
- 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 friendly operatives to better win the mission.
Nemesis Trait: Fury:
This operative's melee weapons have the Ceaseless 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.
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.
Allegiance Trait: Defenders of the Imperium:
Whenever an operative is shooting an IMPERIUM NPO or friendly IMPERIUM NEMESIS operative, if that IMPERIUM operative is wholly within its territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).
Behavior: Marksman:
This operative 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.
- 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 friendly operatives to better win the mission.
- Shoot.
- 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 friendly operatives to better win the mission (a subsequent Dash action can fulfill these).
- 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 friendly operatives to better win the mission.
Nemesis Trait: Focused Targeting:
Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.
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).
Allegiance Trait: Supporting Fire:
Whenever a friendly T'AU EMPIRE NPO operative is within 3" of another, its ranged weapons have the Accurate 1 weapon rule. Whenever a friendly T'AU EMPIRE NEMESIS operative is within 3" of another friendly T'AU EMPIRE operative, that NEMESIS operative's ranged weapons have the Accurate 1 weapon rule.
Behavior: Battler:
This operative 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'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.
- Fight.
- Charge the closest enemy operative via the shortest possible route.
- Reposition towards the closest enemy operative, to cover if possible (a subsequent Dash action can fulfill this).
- Shoot.
- Dash towards the closest enemy operative, to cover if possible.
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.
Allegiance Trait: Living Metal:
In the Ready step of each Strategy phase, each NECRON NPO and friendly NECRON NEMESIS operative regains up to D3+1 lost wounds (roll separately for each).
Allegiance Trait: Tyranid:
Ignore the changes to TYRANID NPO and friendly TYRANID NEMESIS operatives' stats from being injured (including their weapons' stats).
Behavior: Brawler:
This operative 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.
- Fight.
- Charge the closest enemy operative via the shortest possible route.
- Reposition. towards the closest enemy operative, to cover if possible (a subsequent Dash action can fulfill this).
- Dash. towards the closest enemy operative, to cover if possible.
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 success must be used to block.
Allegiance Trait: Waaagh!:
Whenever an ORK NPO is fighting, its weapons have the Balanced weapon rule. Worsen the Hit stat of ORK NEMESIS operatives' ranged weapons by 1, but their melee weapons have the Severe weapon rule.
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.
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.
Nemesis Trait: Blitz:
Whenever this operative performs the Charge action during its activation, its melee weapons have the Sever and Shock weapon rules until the end of that activation.
Nemesis Trait: Close-range Lethality:
Whenever 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.
Nemesis Trait: Shrouded:
Whenever an operative is shooting this operative from more than 8" away, attack dice cannot be re-rolled.
Avatar of Khaine
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Wailing doom (Rng 6", Dev4, Piercing 2) | 4 | 4+ | 6/3 |
| Wailing doom (Ceaseless, Shock, Stun) | 4 | 3+ | 6/8 |
Abilities
Allegiance Trait: Arrogant SuperiorityBehavior: GuardianNemesis Trait: FuryNemesis Trait: ToughBasilisk
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Earthshaker cannon (Blast 2") | 4 | 3+ | 4/6 |
| Heavy bolter (Piercing Crits 1, Tor 1") | 5 | 3+ | 4/5 |
| Armoured tracks (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: MarksmanNemesis Trait: Focused TargetingNemesis Trait: Violent DemiseBroadside Battlesuit
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy rail rifle (Hvy(Repos), Piercing 2, Selection 2) | 5 | 3+ | 6/7 |
| Crushing bulk (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Supporting FireBehavior: GuardianNemesis Trait: Focused TargetingBrutalis Dreadnought
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy bolter (Piercing Crits 1, Tor 1") | 5 | 3+ | 4/5 |
| Paired brutalis fists (Brutal, Shock) | 5 | 3+ | 6/8 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: BattlerNemesis Trait: Crushing ImpactCanoptek Doomstalker
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Doomsday blaster (Hvy(Repos), Piercing 2, Selection 2) | 5 | 3+ | 6/7 |
| Doomstalker limbs (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Living MetalBehavior: MarksmanNemesis Trait: Focused TargetingNemesis Trait: Violent DemiseCanoptek Wraith
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Transdimensional beamer (Lethal 5+, Piercing 1) | 4 | 3+ | 5/6 |
| Whip coils (Lethal 5+) | 6 | 3+ | 3/5 |
Abilities
Allegiance Trait: Living MetalBehavior: BattlerNemesis Trait: Crushing ImpactCronos Parasite Engine
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Spirit syphon (Rng 8", Saturate, Torrent 2") | 5 | 2+ | 3/3 |
| Spirit-leech tentacles (Lethal 5+) | 6 | 3+ | 3/5 |
Abilities
Allegiance Trait: Arrogant SuperiorityBehavior: BattlerNemesis Trait: ToughC'tan Shard of the Void Dragon
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Voltaic storm (Blast 2", Lethal 5+) | 5 | 3+ | 3/5 |
| Spear of the void dragon (Shock, Stun) | 4 | 3+ | 6/8 |
Abilities
Allegiance Trait: Living MetalBehavior: BattlerNemesis Trait: ImplacableNemesis Trait: ToughDeathleaper
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Paired lictor claws & talons (Ceaseless) | 6 | 3+ | 4/6 |
Abilities
Allegiance Trait: TyranidBehavior: BrawlerNemesis Trait: DuellistDeff Dread
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Skorcha (Rng 8", Saturate, Tor 2") | 5 | 3+ | 3/3 |
| Dread klaw (Rending, Severe) | 5 | 3+ | 4/5 |
Abilities
Allegiance Trait: Waaagh!Behavior: GuardianNemesis Trait: ArmouredDefiler
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hades lascannon | 5 | 3+ | 5/6 |
| Magma cutter (Rng 6", Dev4, Piercing 2) | 4 | 3+ | 6/3 |
| Shearing claws (Brutal) | 5 | 2+ | 4/5 |
Abilities
Allegiance Trait: Let the Galaxy BurnBehavior: BattlerNemesis Trait: BlitzHekaton Land Fortress
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twinned bolt cannon (Ceaseless) | 5 | 3+ | 5/6 |
| Cyclic ion cannon (Blast 2", Lethal 5+) | 5 | 3+ | 3/5 |
| Armoured wheels (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Acquisition At All CostsBehavior: MarksmanNemesis Trait: ArmouredHive Tyrant
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stranglethorn cannon (Blast 2", Lethal 5+) | 5 | 3+ | 3/5 |
| Monstrous bone sword (Shock, Stun) | 4 | 3+ | 6/8 |
Abilities
Allegiance Trait: TyranidBehavior: GuardianNemesis Trait: Close-range LethalityNemesis Trait: ToughHydra
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twinned hydra autocannon (Ceaseless) | 5 | 3+ | 5/6 |
| Armoured tracks (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: MarksmanNemesis Trait: Focused TargetingNemesis Trait: Violent DemiseIronstrider Ballistarii
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twinned cognis autocannon (Ceaseless) | 5 | 3+ | 5/6 |
| Ironstrider feet (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: MarksmanNemesis Trait: Close-range LethalityKastelan Robot
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy phosphor blaster (Saturate, Severe) | 5 | 3+ | 4/5 |
| Kastelan fist (Brutal, Shock) | 4 | 3+ | 6/8 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: GuardianNemesis Trait: ToughKataphron Destroyer
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kataphron plasma culverin | |||
| standard (Blast 2", Hvy(Repos), Piercing 1) | 4 | 3+ | 4/6 |
| supercharge (Blast 2", Hvy(Repos), Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 5/6 |
| Close combat weapon (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: MarksmanNemesis Trait: ArmouredNemesis Trait: Focused TargetingKilla Kan
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grotzooka (Blast 2") | 4 | 4+ | 4/6 |
| Kan klaw (Rending, Severe) | 5 | 3+ | 4/5 |
Abilities
Allegiance Trait: Waaagh!Behavior: BattlerNemesis Trait: Focused TargetingKrootox Rider
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tanglecannon (Blast 2", Lethal 5+) | 5 | 3+ | 3/5 |
| Rampager fists (Ceaseless) | 5 | 3+ | 4/6 |
Abilities
Allegiance Trait: Supporting FireBehavior: GuardianNemesis Trait: Close-range LethalityMortifier
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mortifier flamer (Rng 8", Saturate, Tor 2") | 5 | 3+ | 3/3 |
| Penitent flail (Lethal 5+, Ceaseless) | 6 | 3+ | 3/5 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: BattlerNemesis Trait: FuryNeurolictor
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Paired talons & claws (Ceaseless) | 6 | 3+ | 4/6 |
Abilities
Allegiance Trait: TyranidBehavior: BrawlerNemesis Trait: ShroudedNeurotyrant
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psychic scream (Rng 8", Saturate, Tor 2") | 5 | 2+ | 3/3 |
| Neurotyrant claws and lashes (Lethal 5+) | 6 | 3+ | 3/5 |
Abilities
Allegiance Trait: TyranidBehavior: GuardianNemesis Trait: ShroudedParagon Warsuit
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Multi-melta (Dev 4, Hvy(Repos), Piercing 2) | 4 | 4+ | 6/3 |
| Paragon war blade (Lethal 5+, Ceaseless) | 4 | 3+ | 5/7 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: GuardianNemesis Trait: FurySagitaur
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| HYLas beam cannon (Lethal 5+, Piercing 1) | 4 | 3+ | 5/6 |
| Bolt cannon | 5 | 3+ | 5/6 |
| Armoured wheels (Selection 0) | 3 | 4+ | 4/5 |
Abilities
Allegiance Trait: Acquisitions At All CostsBehavior: MarksmanNemesis Trait: ArmouredScouting Sentinel
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascannon (Hvy(Repos), Piercing 2) | 4 | 3+ | 6/7 |
| Sentinel chainsaw (Brutal, Rending) | 4 | 3+ | 5/6 |
Abilities
Allegiance Trait: Defenders of the ImperiumBehavior: GuardianNemesis Trait: ArmouredTalos Pain Engine
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stinger pod | 5 | 4+ | 5/6 |
| Macro-scalpels (Ceaseless) | 5 | 3+ | 4/6 |
Abilities
Allegiance Trait: Arrogant SuperiorityBehavior: BattlerNemesis Trait: ToughVenomcrawler
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Excruciator cannon (Hvy(Repos), Piercing 2) | 4 | 3+ | 6/7 |
| Soulflayer tendrils & claws (Lethal 5+) | 6 | 3+ | 3/5 |
Abilities
Allegiance Trait: Let the Galaxy BurnBehavior: GuardianNemesis Trait: Crushing ImpactNemesis Trait: Violent DemiseWarboss
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kombi-weapon (Dev4, Hvy(Repos), Piercing 2) | 4 | 4+ | 6/3 |
| Power klaw (Brutal, Shock, Severe) | 4 | 3+ | 6/8 |
Abilities
Allegiance Trait: Waaagh!Behavior: GuardianNemesis Trait: DuellistWarbiker
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Big choppa (Brutal, Rending, Severe) | 4 | 3+ | 5/6 |
Abilities
Allegiance Trait: Waaagh!Behavior: BrawlerNemesis Trait: BlitzNemesis Trait: Crushing ImpactUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.