The Opulent Consortium (Nemesis)

The Opulent Consortium (Nemesis)

Common Abilities and Options

Grudge:
Whenever an enemy operative incapacitates a friendly HEARTHKYN SALVAGER operative, that enemy operative gains one of your Grudge tokens for the battle. Whenever a friendly HEARTHKYN SALVAGER operative is shooting against, fighting against or retaliating against an enemy operative, for each of your Grudge tokens that enemy operative has, you can retain one of your normal successes as a critical success instead (including any normal successes already retained as a result of the Accurate weapon rule).
Note that Grudge tokens are not removed when you do this.

*Beam:
Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.

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

Allegiance: Leagues of Votann:
Acquisition At All Costs:

Whenever a Leagues of Votann NPO or friendly Leagues of Votann Nemesis operative is shooting against or fighting against an enemy operative that contests a marker, or an area of the killzone that determines victory, that Leagues of Votann operative's weapons have the Balanced weapon rule.

Operatives

1. Theyn
Theyn
A 2
M 5"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
EtaCarn Plasma Pistol (Rng 8", Prc1)
4
4+
3/5
Concussion Gauntlet (Brutal, Shock)
4
4+
5/7
Abilities
Eye Of The AncestorsGrudgeWeavefield Crest

Eye Of The Ancestors: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative, or up to two enemy operatives if three or more friendly HEARTHKYN SALVAGER operatives are incapacitated. Each of those enemy operatives gains one of your Grudge tokens.

Weavefield Crest: Once per battle, when an attack die inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

28HEARTHKYN SALVAGER, VOTANN, LEADER, THEYN
2. Jump Pack Warrior
Jump Pack Warrior
A 2
M 8"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolt Pistol (Rng 8", Acc1)
4
4+
3/4
Plasma Weapon (Lethal 5+, *Force Impact)
4
3+
4/6
Abilities
*Force ImpactGrudgeJump Pack

*Force Impact: Whenever this operative is fighting with this weapon, if it has performed the Charge action during the activation, this weapon has the Brutal weapon rule.

Jump Pack: Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

28HEARTHKYN SALVAGER, VOTANN, FLY, JUMP PACK WARRIOR
3. Lokatr
Lokatr
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Acc1)
4
4+
3/4
Fists
3
4+
2/3
Abilities
Grudge1AP: Pan Spectral Scan1AP: Spot

Pan Spectral Scan (1AP): Place your Pan Spectral Scan marker in the killzone. Whenever a friendly HEARTHKYN SALVAGER operative is shooting an enemy operative that’s within 3" of that marker, that friendly operative’s ranged weapons have the Accurate 1 and Saturate weapon rules. When this operative is next activated, is incapacitated or performs this action again (whichever comes first), remove that marker.

This operative cannot perform this action while within control range of an enemy operative.

Spot (1AP): SUPPORT Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly HEARTHKYN SALVAGER operative within 3" of this operative is shooting that enemy operative you can use this effect. If you do:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

28HEARTHKYN SALVAGER, VOTANN, LOKATR
4. Lugger
Lugger
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Autoch-Pattern Bolter (Acc1)
4
4+
3/4
Fists
3
4+
2/3
Abilities
GrudgeI've Got ItWell Supplied

I've Got It: Once during each of this operative’s activations, it can perform a mission action for 1 less AP.

Well Supplied: You can select one additional equipment option, and in the Ready step of the first Strategy phase, you gain 1 additional CP.

28HEARTHKYN SALVAGER, VOTANN, LUGGER
5. Gunner
Gunner
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
HYLas Rotary Cannon
Focused (Ceaseless, Hvy(Repos), Sat)
5
4+
4/5
Sweeping (Ceaseless, Hvy(Repos), Sat, Tor 1")
4
4+
4/5
Fists
3
4+
2/3
Abilities
*BeamGrudge
28HEARTHKYN SALVAGER, VOTANN, GUNNER
6. Gunner
Gunner
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
EtaCarn Plasma Beamer (Prc1, *Beam)
4
4+
5/6
Fists
3
4+
2/3
Abilities
*BeamGrudge
28HEARTHKYN SALVAGER, VOTANN, GUNNER
7. Gunner
Gunner
A 2
M 5"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
L7 Missile Launcher
Blast (Blast 2")
4
4+
3/5
Focused (Prc1)
4
4+
5/6
Fists
3
4+
2/3
Abilities
*BeamGrudge
28HEARTHKYN SALVAGER, VOTANN, GUNNER
8. Nemesis - Small
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Burst Cannon (Ceaseless, Tor1")
5
3+
3/4
Lascannon (Hvy(Repos), Prc 2)
4
3+
6/7
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Allegiance: Leagues of VotannTrait: 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.

32NEMESIS
9. Nemesis - Small
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Missile Launcher
Frag (Blast 2")
4
3+
3/5
Krak (Prc 1)
4
3+
5/7
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Allegiance: Leagues of VotannTrait: Crushing Impact

Trait: Crushing Impact: Thundering headlong into the fray, this combatant uses both the impetus of their charge and their armoured bulk to bring swift death to their foes.

When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

32NEMESIS

Equipment

Plasma Knives

Friendly HEARTHKYN SALVAGER operatives have the following melee weapon. Note that the FIELD MEDIC operative already has this weapon but with better stats; in that instance, use the better version.

NameATKHITDMG
Plasma Knife34+3/5
Weapon Rules
Lethal 5+
Climbing Rigs

During each friendly HEARTHKYN SALVAGER operative’s activation, you can do one of the following:

  • When that operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
  • When that operative is dropping, ignore the vertical distance.
Excavation Tools

Friendly HEARTHKYN SALVAGER operatives can perform the Pick Up Marker action for 1 less AP, and don’t have to control the marker to do so (taking precedence over that action's conditions – they only need to contest the marker).

Writ Of Claim

Once per battle, if friendly HEARTHKYN SALVAGER operatives contest two or more objective markers, after rolling off to decide initiative, you can re-roll your dice.

Ploys

Need Keeps
Strategy Ploy

Select one objective marker or one of your mission markers.

  • Whenever determining control of that marker, treat the total APL stat of friendly HEARTHKYN SALVAGER operatives that contest it as 1 higher if at least one friendly HEARTHKYN SALVAGER operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
  • Whenever a friendly HEARTHKYN SALVAGER operative is within 3" of that marker, add 1 to the Atk stat of its melee weapons (to a maximum of 4); if the weapon already has an Atk stat of 4, it has the Balanced weapon rule.
Proximate Firepower
Strategy Ploy

Whenever a friendly HEARTHKYN SALVAGER operative is shooting an enemy operative within 6" of it, improve the Hit stat of that friendly operative’s ranged weapons by 1 (to a maximum of 3+). This can allow you to apply or remove the Hit stat change during an action (this takes precedence over the core rules)

Toil Earns
Strategy Ploy

Select one objective marker or one of your mission markers. Whenever an enemy operative is within 3" of that marker, treat it as having one additional Grudge token.

Wrought Defence
Strategy Ploy

Whenever an operative is shooting a friendly HEARTHKYN SALVAGER operative, if you rolled one or less successes (including any re-rolls), you can retain one of your fails as a normal success instead of discarding it.

Engage To Acquire
Firefight Ploy

Use this firefight ploy after rolling your attack dice for a friendly HEARTHKYN SALVAGER operative, if it’s shooting against or fighting against an enemy operative that controls an objective marker or one of your mission markers. You can re-roll any of your attack dice.

Sturdy
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly HEARTHKYN SALVAGER operative, when you collect your defence dice. Change the attacker’s retained critical successes to normal successes (any weapon rules they’ve already resolved aren’t affected, e.g. Piercing Crits).

The Ancestors Are Watching
Firefight Ploy

Use this firefight ploy during a friendly HEARTHKYN SALVAGER operative’s activation. Until the end of that activation, that operative can perform either a free Shoot or a free Fight action and you can ignore any changes to that operative’s weapon stats from being injured.

Worth It
Firefight Ploy

Use this firefight ploy when a friendly HEARTHKYN SALVAGER operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.

Tac Ops

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.