Ork Nemesis Operatives: Boss Sinkrot, Deff Dread, and Beastboss

Ork Nemesis Operatives: Boss Sinkrot, Deff Dread, and Beastboss

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.

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

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.

Operatives

1. Boss Sinkrot
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Burst Cannon (Ceaseless, Tor1")
5
3+
3/4
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 - MediumTowering Size
Options
Behaviour: BattlerAllegiance: OrkTrait: Shrouded

Nemesis - Medium: ### Weapon and Option Selection

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

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
53
63
74
84
95
105
116
126
137
147

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.

Trait: Shrouded: Whenever an operative is shooting this operative from more than 8" away, attack dice cannot be re-rolled.

NEMESIS
2. Deff Dread
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Grotzooka (Blast 2")
4
3+
4/6
Kustom Mega-blasta (Lethal 5+, Prc 1)
4
3+
5/6
Dread Saw (Rnd)
5
3+
4/5
Paired Weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.)
-
-
-
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: GuardianAllegiance: OrkTrait: ArmouredTrait: Violent Demise

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

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.

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.

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).

NEMESIS
3. Beastboss
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Big Shoota (Tor1")
5
3+
4/5
Crushing Claw (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: BrawlerAllegiance: OrkTrait: Fury

Nemesis - Small: ### Weapon and Option Selection

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

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
54
64
75
85
96
107
117
128
139
149

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.

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

Equipment

Ploys

Tac Ops