Mortal Nexus: Boss Fights
Common Abilities and Options
Phases:
This operative has the following Phases during the battle:
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PHASE 1: This phase occurs when this operative has 15 to 8 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point. Whenever an enemy operative is fighting or retaliating against this operative, if that operative's melee weapon Hit stat is better than 5+, worsen it to be 5+ (this takes precedence over any rule that can prevent this).
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PHASE 2: This phase occurs when this operative has 7 to 1 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured.
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PHASE 3: This phase occurs when this operative would be incapacitated, discard any remaining attack dice and remove it from the killzone. On the Ready step of the next strategy phase, set it up in the killzone wholly within your territory, not visible to enemy operatives and has 1D6 wounds. If this operative is incapacitated after that, remove it from the killzone.
Ploys:
STRATEGY PLOYS
You can use select from the following strategy ploys for this operative during the battle:
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THE DANCE WITHOUT END (1 CP): Whenever this operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or a critical success if there are none. At any point during that sequence; if you strike with a critical success and the enemy operative is not incapacitated. you can end that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3 inches with that operative (then the Fight action ends).
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MARTIAL GRACE (1 CP): This operative can perform the Charge, Dash, Reposition and Fall Back action during the same activation (this takes precdence over any acttion restrictions). It can perform the Fall Back action for 1 less AP.
FIREFIGHT PLOYS
You can select from the following firefight ploys for this operative during the battle:
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LUCK OF THE LAUGHING GOD (1 CP): Use this firefight ploy when an operative is shooting this operative, during the Resolve Defence Dice step. You can allocate one of your rolled successful dice to block all of your opponent's attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).
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BLUR OF MOVEMENT (1 CP): Use this firefight ploy during this operative's activation, when it performs an action in which it moves and triggers an On Guard enemy operative. If that operative performs a shooting attack and selects this operative as its target, this operative is obscured.
*Sweep:
Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.
*Bleed:
In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.
Operatives
1. SOLITAIRE
A 6
M 7"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Caress (Acc2, Rending) | 5 | 2+ | 6/7 |
| Kiss (Lethal 2+) | 1 | 2+ | 0/3D6+6 |
Abilities
Phases1AP: Acrobatic OnslaughtLone Jest Of CeogarchPloys2. DAEMON PRINCE
A 3
M 5"
S 3+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Infernal Cannon (*Salvo) | 4 | 3+ | 5/7 |
| Hellforged Weapons | |||
| Strike (Lethal 5+) | 6 | 2+ | 4/7 |
| Sweep (*Sweep) | D3+6 | 2+ | 3/4 |
Abilities
PhasesPloysChampion Of The Dark Gods*Sweep*Salvo3. SKULLMASTER
A 3
M 8"
S 4+
W 38
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blade Of Blood (Lethal 5+, *Bleed) | 5 | 3+ | 5/6 |
| Juggernaut’s Bladed Horn (Severe) | 5 | 4+ | 3/5 |
Abilities
PhasesHerald Of The BloodPloys*Bleed4. BEAST OF NURGLE
A 3
M 5"
S 5+
W 30
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rancid Vomit (Rng 7", PrcCrit2, Blast 3", *Rot, *Toxic) | 4 | 4+ | 2/2 |
| Putrid Appendages (*Rot, *Toxic) | 5 | 4+ | 4/5 |
| Writhing Tentacles (*Paralyze) | 6 | 4+ | 1/2 |
Abilities
Ploys*RotThe Grandfather's Pet*Toxic*Paralyze1AP: Noxious CloudPhases5. ARCHON
A 3
M 7"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kabalite Watchers | |||
| Splinter Rifle (Lethal 5+, *Bleed) | 4 | 3+ | 2/4 |
| Shardcarbine (Dev2, Lethal 5+) | 4 | 2+ | 2/2 |
| Razorwing (Saturate, Seek, Silent) | 4 | 3+ | 1/3 |
| Shredder (Rending, Tor 2") | 4 | 3+ | 4/5 |
Abilities
*BleedDevious Mastermind2AP: Soul TrapPloysPhases6. C'TAN SHARD
A 3
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gaze of Death (Rng 8", PrcCrit1, Lethal 4+, 2" Dev3) | 4 | 2+ | 6/5 |
| Energy Orb (*Energy Orb) | 1 | 2+ | -/- |
| Time's Arrow (Severe, Seek, Saturate, Stun) | 4 | 2+ | 5/7 |
| Reaping Scythe | |||
| Strike (Lethal 4+, *Reap) | 5 | 2+ | 4/6 |
| Sweep (*Sweep, *Reap) | 6 | 3+ | 4/5 |
Abilities
*Energy OrbPhasesPloys*Sweep*ReapVoid Dragon7. CARNIFEX
A 2
M 5"
S 3+
W 42
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bio-Plasma (Rng 6", PrcCrit1, Blast 2", *Assault) | 4 | 4+ | 3/5 |
| Spine Banks (Rng 3", Silent, *Assault) | 4 | 4+ | 2/4 |
| Chitinous Claws & Teeth (Rending) | 4 | 4+ | 3/5 |
Abilities
PloysEnraged Behemoth*AssaultPhases*Crush*PoisonInactive Equipment
Universal 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.
Firefight Ploys
Firefight: FATALITY! or "YOU DIED"
Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.
Firefight: And The Crowd Goes Wild
Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.
Strategy Ploys
Strategy: MORTAL KOMBAT!
For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.
Strategy: Eyes In The Warp
You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.
Equipment
Ploys
FATALITY! or "YOU DIED"
Firefight PloyUse this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.
And The Crowd Goes Wild
Firefight PloyUse this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.
MORTAL KOMBAT!
Strategy PloyFor the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.
Eyes In The Warp
Strategy PloyYou can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: 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 Dominate tokens.
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.
Rout
Seek And DestroyReveal: 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.