Ork Nemesis Operatives: Boss Sinkrot, Beastboss Morgrim, Ghazghkull Thraka, A Warboss in Mega Armor, and a bunch of Deff Dreads
Common Abilities and Options
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 Count | Adjusted Op Count w/ Nemesis |
|---|---|
| 5 | 2 |
| 6 | 2 |
| 7 | 2 |
| 8 | 3 |
| 9 | 3 |
| 10 | 3 |
| 11 | 4 |
| 12 | 4 |
| 13 | 4 |
| 14 | 5 |
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
Nemesis - Small:
### Weapon and Option Selection
- Select two weapons
- Select one Faction Allegiance
- Select one Nemesis Trait
KillTeam Composition
| Normal Op Count | Adjusted Op Count w/ Nemesis |
|---|---|
| 5 | 4 |
| 6 | 4 |
| 7 | 5 |
| 8 | 5 |
| 9 | 6 |
| 10 | 7 |
| 11 | 7 |
| 12 | 8 |
| 13 | 9 |
| 14 | 9 |
Nemesis - Medium:
### Weapon and Option Selection
- Select two weapons
- Select one Faction Allegiance
- Select one Nemesis Trait
KillTeam Composition
| Normal Op Count | Adjusted Op Count w/ Nemesis |
|---|---|
| 5 | 3 |
| 6 | 3 |
| 7 | 4 |
| 8 | 4 |
| 9 | 5 |
| 10 | 5 |
| 11 | 6 |
| 12 | 6 |
| 13 | 7 |
| 14 | 7 |
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.
- Fight.
- Shoot.
- Charge the closest player 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 the NPOs to better win the mission (a subsequent Dash action can fulfil 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 the NPOs to better win the mission.
Allegiance: Ork:
Waaagh!:
Whenever an Ork NPO is fighting, its weapons have the Balanced weapon rule. Worsen the hit stat of the Ork Nemesis operatives' ranged weapons by 1, but their melee weapons have the Severe 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).
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.
- Fight.
- Charge the closest player operative via the shortest possible route.
- Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
- Shoot.
- Dash towards the closest player operative, to cover if possible.
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.
- Fight.
- Charge the closest player operative via the shortest possible route.
- Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
- Dash towards the closest player operative, to cover if possible.
Trait: Duellist:
Through exceptional parrying, deft evasion or the capacity to bodily deflect a foe's blows, this operative wears down enemy fighters.
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.
Trait: Fury:
Unbridled wrath consumes some powerful operatives: a blinkered anger that can only be briefly sated in destruction at close quarters.
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.
Trait: Close-range Lethality:
Those who venture too close to this destructive entity invite its full ire as it bends its will - and considerable firepower - to their swift eradication.
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.
Operatives
1. Deff Dread (Guardian)
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 3/5 |
| Krak (Prc 1) | 4 | 3+ | 5/7 |
| Dread Saw (Rnd) | 5 | 3+ | 4/5 |
Abilities
BulkyExtra DefenceNemesis - LargeTowering SizeOptions
Behaviour: GuardianAllegiance: OrkTrait: ToughTrait: Violent Demise2. Deff Dread (Battler)
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rokkit Launcha (Blast 1") | 6 | 4+ | 4/5 |
| Fleshmower (Brutal) | 5 | 2+ | 4/5 |
Abilities
BulkyExtra DefenceNemesis - LargeTowering SizeOptions
Behaviour: BattlerAllegiance: OrkTrait: BlitzTrait: Violent Demise3. Boss Sinkrot (Brawler)
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Paired Weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.) | - | - | - |
| Power Talon (Lethal 5+, Rnd) | 4 | 3+ | 5/6 |
Abilities
BulkyExtra DefenceNemesis - SmallTowering SizeOptions
Behaviour: BrawlerAllegiance: OrkTrait: Duellist4. Beastboss Morgrim
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crushing Claw (Brutal, Shock) | 4 | 3+ | 6/8 |
| Power Talon (Lethal 5+, Rnd) | 4 | 3+ | 5/6 |
Abilities
BulkyExtra DefenceNemesis - MediumTowering SizeOptions
Behaviour: BrawlerAllegiance: OrkTrait: Fury5. Deff Dread (Brawler)
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dread Saw (Rnd) | 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.) | - | - | - |
Abilities
BulkyExtra DefenceNemesis - LargeTowering SizeOptions
Behaviour: BrawlerAllegiance: OrkTrait: Fury6. Ghazghkull Thraka
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Macro Plasma Incinerator | |||
| Standard (Blast 2", Hvy(Repos), Prc 1, Selection 2) | 5 | 3+ | 4/6 |
| Supercharge (Blast 2", Hvy(Repos), Lethal 5+, Prc 1, Selection 2) | 5 | 3+ | 5/6 |
| Crushing Claw (Brutal, Shock) | 4 | 3+ | 6/8 |
Abilities
BulkyExtra DefenceNemesis - LargeTowering SizeOptions
Behaviour: BattlerAllegiance: OrkTrait: Crushing Impact7. Warboss In Mega Armor
A 5
M 6"
S 4+
W 50
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kustom Mega-blasta (Lethal 5+, Prc 1) | 4 | 3+ | 5/6 |
| Thunder Hammer (Shock, Stun) | 4 | 3+ | 6/8 |
Abilities
BulkyExtra DefenceNemesis - MediumTowering SizeOptions
Behaviour: GuardianAllegiance: OrkTrait: Close-range Lethality8. Boss Sinkrot (Battler)
A 4
M 6"
S 4+
W 35
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grotzooka (Blast 2") | 4 | 3+ | 4/6 |
| Fusion Blaster (Rng6", Dev 4, Prc 2) | 4 | 3+ | 6/3 |
| Close Combat Weapon (Selection 0) | 3 | 4+ | 4/5 |
Abilities
BulkyExtra DefenceNemesis - SmallTowering SizeOptions
Behaviour: BattlerAllegiance: OrkTrait: DuellistTrait: Close-range Lethality9. Deff Dread (Marksman)
A 6
M 6"
S 4+
W 75
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Skorcha (Rng8", Sat, Tor2") | 5 | 2+ | 3/3 |
| Rokkit Launcha (Blast 1") | 6 | 4+ | 4/5 |
| Kustom Mega-blasta (Lethal 5+, Prc 1) | 4 | 3+ | 5/6 |
| Close Combat Weapon (Selection 0) | 3 | 4+ | 4/5 |
Abilities
BulkyExtra DefenceNemesis - LargeTowering SizeOptions
Behaviour: MarksmanAllegiance: OrkTrait: ShroudedInactive 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.