Imperial Nemeses

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: 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).

Operatives

1. Psyker
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Flamespurt (Rng8", Hvy(Repos), Selection 2, Tor2")
6
2+
3/3
Ghostglaive (Lethal 5+)
4
3+
5/7
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Allegiance: ImperiumTrait: Shrouded

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

Trait: Shrouded: Whether a creature capable of disguise or concealment, or a vehicle that carries disruptive technology, this operative is able to evade the enemy's attention despite its size.

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

32NEMESIS
2. Armoured Sentinel
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Scatter Laser (Ceaseless, Tor1")
5
3+
3/4
Missile Launcher
Frag (Blast 2")
4
3+
3/5
Krak (Prc 1)
4
3+
5/7
Chain Weapon (Brutal, Rnd)
4
3+
5/6
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Allegiance: ImperiumTrait: Armoured

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

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.

80NEMESIS
3. Rough Rider
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Thunder Hammer (Shock, Stun)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Allegiance: ImperiumTrait: Duellist

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

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.

50NEMESIS

Equipment

Ploys

Tac Ops