Additional Nemesis Operatives

My Nemesis Ops, includes official ones (£), and ones I've created

Additional Nemesis Operatives

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 - 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

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 - 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

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: Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. 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.
  2. Shoot.
  3. 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).
  4. 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: T'au Empire:
Supporting Fire:

Whenever a T'au Empire NPO is within 3" of another, its ranged weapons have the Accurate 1 weapon rule.

Whenever a friendly T'au Empire Nemesis operative is within 3" of another friendly T'au Empire operative, that Nemesis operative's ranged weapons have the Accurate 1 weapon rule.

Trait: Shielded:
With an ablative outer skin, redundancy mechanisms or the ability to call upon esoteric protection, this operative can shrug off what should be a devastating blow.

Once per battle, when an attack dice inflicts damage on this operative, you can ignore that inflicted damage.

Allegiance: Imperium:
Defenders Of The Imperium:

Whenever an operative is shooting an Imperium NPO or friendly Imperium Nemesis operative, if that Imperium operative is wholly within its territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).

Trait: Armoured:
With a tough hide of dense carapace or artificial plating, this operative can stride through hailstorms of the enemy's increasingly desperate small arms fire.

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: Focused Targeting:
A single-minded purpose suffuses this operative, with those it settles its attention upon suffering the full wrath of its destructive power.

Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

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.

Allegiance: Tyranid:
Will Of The Hive Mind:

Ignore the changes to Tyranid NPO and Tyranid Nemesis operatives' stats from being injured (including their weapon stats).

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.

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.

Operatives

1. XV8 Crisis Battlesuit £
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Meltagun (Rng6", Dev 4, Prc 2)
4
3+
6/3
Twinned Weapon (Twinned: Select one other ranged weapon this operative has to have the Ceaseless weapon rule; if it's a burst cannon, add 1 to its Atk stat instead.)
-
-
-
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: MarksmanAllegiance: T'au EmpireTrait: Shielded
32NEMESIS
2. Armoured Sentinel £
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Plasma Cannon
Standard (Blast 2", Hvy(Repos), Prc 1)
4
3+
4/6
Supercharge (Blast 2", Hvy(Repos), Hot, Lethal 5+, Prc 1)
4
3+
5/6
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: MarksmanAllegiance: ImperiumTrait: ArmouredTrait: Focused Targeting
50NEMESIS
3. Screamer-Killer £
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Plasma Cannon
Standard (Blast 2", Hvy(Repos), Prc 1)
4
3+
4/6
Supercharge (Blast 2", Hvy(Repos), Hot, Lethal 5+, Prc 1)
4
3+
5/6
Paired Weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.)
-
-
-
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: BattlerAllegiance: TyranidTrait: Fury
80NEMESIS
4. Redemptor Dreadnought £
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Heavy Onslaught Gatling Cannon (Hvy(Repos), Selection 2, Tor2")
6
3+
4/5
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: GuardianAllegiance: ImperiumTrait: Implacable

Trait: Implacable: Unyielding and without mercy while there are enemies yet to kill, this operative pours its remaining strength into the foe's elimination, even when gravely impaired.

Ignore any changes to this operative's weapon stats from being injured.

80NEMESIS
5. XV8 Crisis Battlesuit:Sunforge
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Fusion Blaster (Rng6", Dev 4, Prc 2)
4
3+
6/3
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: MarksmanAllegiance: T'au EmpireTrait: ArmouredTrait: Shielded
32NEMESIS
6. Shield-Captain
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Heat Lance (Rng6", Dev 4, Prc 2)
4
3+
6/3
Ghostglaive (Lethal 5+)
4
3+
5/7
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: BattlerAllegiance: ImperiumTrait: Tough

Trait: Tough: Some operatives are exceptionally hardy, capable of enduring even in the face of horrific wounds. Such a trait may be due to thickened endoskeletons, reinforced subsystems or even supernatural warding.

Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

32NEMESIS
7. XV8 Crisis Battlesuit:Fireknife
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Missile Pod
5
3+
5/6
Twinned Weapon (Twinned: Select one other ranged weapon this operative has to have the Ceaseless weapon rule; if it's a burst cannon, add 1 to its Atk stat instead.)
-
-
-
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: MarksmanAllegiance: T'au EmpireTrait: Focused Targeting
32NEMESIS
8. Commander in Enforcer Battlesuit
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Burst Cannon (Ceaseless, Tor1")
5
3+
3/4
Fusion Blaster (Rng6", Dev 4, Prc 2)
4
3+
6/3
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: GuardianAllegiance: T'au EmpireTrait: Shielded
50NEMESIS
9. Red Terror
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Paired Weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.)
-
-
-
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: BrawlerAllegiance: TyranidTrait: BlitzTrait: Fury

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: Blitz: This warrior strikes the enemy like a thunderbolt, their fury-driven charge fuelling a flurry of savage blows against their enemy.

Whenever this operative performs the Charge action during its activation, its melee weapons have the Severe and Shock weapon rules until the end of that activation.

80NEMESIS
10. Ghostkeel Battlesuit
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Cyclic Ion Raker (Hvy(Repos), Prc 1, Selection 2, Tor2")
5
3+
4/5
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Allegiance: T'au EmpireTrait: Focused Targeting
80NEMESIS

Reserves

Ambull ££
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
32NEMESIS
Riptide Battlesuit - XL
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
80NEMESIS
The Archivist ££
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
32NEMESIS

Equipment

Ploys

Tac Ops