Night Edge Lords
Common Abilities and Options
Astartes:
During each friendly NEMESIS CLAW operative's activation, it can perform either 2 Shoot actions or 2 Fight actions.
If it is 2 shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them.
Each friendly NEMESIS CLAW operative can counteract regardless of its order.
In Midnight Clad:
Whenever an enemy operative is shooting a friendly NEMESIS CLAW operative, that friendly operative is obscured if both of the following are true:
- It is more than 8" from enemy operatives it is visible to.
- It has Heavy Terrain within its control range, or any part of its base is underneath Vantage terrain.
Operatives
1. Ezgan Zhophis
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Bolt Pistol | |||
| Short Range (Rng 8", Lethal 5+) | 4 | 3+ | 3/4 |
| Long Range | 4 | 3+ | 3/4 |
| Terrorchem Vial (Rng 6", Blast 2", Dev3, Lim1, Sat, *Terrorchem) | 5 | 3+ | 2/0 |
| Tainted Blade (*Terrorchem) | 5 | 3+ | 3/5 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
AstartesIn Midnight Clad*TerrochemTerrochem Poison1AP: Poison Objective2. Aragrim Ferrigenn
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lightning Claws (Ceaseless, Lethal 5+) | 5 | 3+ | 4/5 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
Appetite For CrueltyAstartesIn Midnight CladScreecher3. Gulas Ferrigihr
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
AstartesIcon BearerIn Midnight Clad1AP: Disconcerting Mimicry4. Anurolath Ferdresh
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
AstartesIn Midnight CladPrescience1AP: Premonition5. Khalek Zypho
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Nostraman Chainglaive (Rnd) | 5 | 3+ | 4/6 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
AstartesFlay Them AliveIn Midnight CladTyrant Of The Skinning Pits6. Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Missile Launcher | |||
| Frag (Hvy(Repos), Blast 2") | 4 | 3+ | 3/5 |
| Krak (Hvy(Repos), Prc1) | 4 | 3+ | 5/7 |
| Fists | 4 | 3+ | 3/4 |
| Eq: Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 4+ | 2/4 |
Abilities
AstartesIn Midnight CladEquipment
Chain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly NEMESIS CLAW operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (No AP are spent on it), and you cannot use this rule again during this turning point.
Comms Jammer
Whenever an enemy operative is within 3" of a friendly NEMESIS CLAW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
Flayed Skin
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly NEMESIS CLAW operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Grisly Trophy
Once per Battle, when a friendly NEMESIS CLAW operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly NEMESIS CLAW operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Ploys
Preysight
Strategy PloyWhenever you are selecting a valid target for a friendly NEMESIS CLAW operative, enemy operatives within 6" cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Return To Darkness
Strategy PloyOne friendly NEMESIS CLAW operative can immediately perform a free Fall Back or Reposition action, but it must end that move with Heavy terrain within its Control range, or any part of its base underneath Vantage terrain. In addition, it cannot move more than 4" during that action and it cannot end that move closer to enemy operatives (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, ignore Wall terrain when determining this).
The Black Hunt
Strategy PloyWhenever a friendly NEMESIS CLAW operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
We Have Come For You
Strategy PloyWhenever a friendly NEMESIS CLAW operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
Dirty Fighter
Firefight PloyUse this firefight ploy when a friendly NEMESIS CLAW operative is retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do you cannot resolve any other successes during that sequence.
Death To The False Emperor
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly NEMESIS CLAW operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the Adeptus Astartes keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.
Proclivity For Murder
Firefight PloyUse this firefight ploy after a friendly NEMESIS CLAW operative incapacitates an enemy operative whin its control range. That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3") even if it has performed an action that prevents it from performing the Charge or Dash action.
Vox Scream
Firefight PloyUse this firefight ploy when your opponent would activate an enemy operative that is visible to a friendly NEMESIS CLAW operative. Roll one D6; if the result is higher than that enemy operative's APL stat, your opponent cannot activate it during this activation; if the result is less than or equal to that enemy operative's APL stat, this ploy is not used, the CP spent on it is refunded and you cannot use this ploy again during this turning point. If there are no other enemy operatives eligible to be activated, this ploy has no effect.
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.
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.