Chaos Knight Nemesis Operative

Homebrew (Unpublished) by Volfie

Extra Armor Whenever an operative is shooting this operative roll 4 defence dices instead of 3, unless this operative is injured, in which case, roll 3 defence dices

Towering Size

  • This operative can only be placed on the killzone floor
  • Ignore all changes to this operative's APL
  • This operative cannot us Light terrain as cover
  • This operative's control range is 2" horizontally and 8" vertically

This operative can be activated twice per turning point (It uses the remaining APL of the previous activation) This operative can choose to skip activation up to 6 times per turning point This operative can use each weapon on it's datacard once per turning point

Composition

1 Nemesis Operative

Chaos Knight
A 6
M 6"
S 4+
W 75
Weapons
ATK
HIT
DMG
Despoiler Gatling Cannon (Hvy(Repos), Selection 2*, Tor 2")
6
3+
4/5
Hellstorm Autocannons (Ceaseless, Tor 1")
5
3+
3/4
Missile Launcher
Frag (Blast 2")
4
3+
3/5
Krak (Prc1)
4
3+
5/7
Reaper Chainsword (Brutal, Rnd)
4
3+
5/6
Abilities
ArmoredChaos (Let the Galaxy Burn)Crushing ImpactToughViolent Demise

Armored: Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative

Chaos (Let the Galaxy Burn): Whenever a Chaos operative is within enemy territory, it's weapons have the Balanced weapon rule

Crushing Impact: Whenever this operative performs the Charge action during its activation, Inflict D3+3 Dmg on all operatives within it's control range

Tough: Whenever Normal and Critical Dmg of 3 or more is inflicted on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage

Violent Demise: Whenever this operative is incapacitated, before it is removed from the killzone, roll 1 D6; on a 3, inflict damage equal to the result on any enemy operative visible to and within 2" of that friendly operative

Chaos, Knight, Nemesis
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.