Wardog Stalker Nemesis

Homebrew by MandoClan

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CHAOS NEMESIS: Wardog Stalker
A 5
M 6"
S 3+
W 75
Weapons
ATK
HIT
DMG
Heavy Onslaught Gatling Cannon (Hvy(Repos), Selection 2, Tor2")
6
3+
4/5
Slaughterclaw (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: GuardianAllegiance: ChaosTrait: Violent 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 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 is a player operative, APL changes do not affect the 5AP you can spend per turning point.

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

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

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 is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not 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 is an equipment terrain feature, remove it from the battle instead

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.

Allegiance: Chaos: 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.

Trait: Violent Demise: From detonating ammunition stores to corrosive innards and frenzied death throes, some large targets are dangerous even in defeat.

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).

NEMESIS, CHAOS
CHAOS: Legionary
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng8")
4
3+
3/4
Boltgun
4
3+
3/4
Flamer (Rng8", Sat, Tor2")
4
2+
3/3
Heavy bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor1")
4
3+
4/5
Meltagun (Rng6", Dev 4, Prc 2)
4
3+
4/5
Missile launcher
Frag (Blast 2", Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Prc 1)
4
3+
5/7
Plasma gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Reaper chaincannon
Focused (Ceaseless, Hvy(Repos), Punishing)
5
3+
3/4
Sweeping (Ceaseless, Hvy(Repos), Punishing, Tor2")
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
3+
3/4
Abilities
AstartesBehaviour - Battler/GuardianWeapon Options

Astartes: This NPO can perform two Fight or two Shoot actions during each of its activations. If it's two Shoot actions, a bolt pistol or boltgun must be selected for both of them.

Behaviour - Battler/Guardian: #### Battler

This NPO will move towards the enemy to fight them, but 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.

  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. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

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.

Weapon Options: This NPO has either a boltgun and fists or a bolt pistol and chainsword. 1 in 5 can have a ranged weapon marked with an asterisk (*) instead of a boltgun. Note that if a weapon with an asterisk has multiple profiles, it's still the same ranged weapon.

CHAOS
CHAOS: Lesser Daemon
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Daemonic weapon (Lethal 5+)
4
3+
4/5
Abilities
Behaviour - Brawler

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.
CHAOS
CHAOS: Chaos Cultist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pistol (Rng8")
4
4+
2/3
Close combat weapon
4
4+
2/3
Abilities
Behaviour - BattlerMob

Behaviour - Battler: This NPO will move towards the enemy to fight them, but 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.

  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. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

Mob: Whenever this NPO is within 3" of any other friendly CULTIST NPOs, add 1 to both Dmg stats of this NPO's weapons and they have the Accurate 1 weapon rule.

CHAOS
Equipment
Ploys
TacOps
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.