Nemesis Operatives

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 - 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

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 - 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

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. Dreadknight
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
Thunder Hammer (Shock, Stun)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Allegiance: 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
2. Lictor
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Allegiance: TyranidTrait: BlitzTrait: Duellist

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: 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.

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.

32NEMESIS
3. Penitent Engine
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Dread Saw (Rnd)
5
3+
4/5
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Allegiance: ImperiumTrait: 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
4. Paragon Warsuit
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Multi-melta (Dev 4, Hvy(Repos), Prc 2)
4
3+
6/3
Power Weapon (Lethal 5+)
4
3+
5/7
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Allegiance: ImperiumTrait: Fury

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.

32NEMESIS
5. Ghostkeel
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Fusion Collider (Dev 4, Hvy(Repos), Prc 2, Selection 2)
5
3+
6/3
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Allegiance: T'au EmpireTrait: Focused Targeting

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

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: 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.

50NEMESIS
6. Nemesis - Large
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Avenger Chaincannon (Hvy(Repos), Selection 2, Tor2")
6
3+
4/5
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 - LargeTowering Size
Options
Allegiance: ChaosAllegiance: NecronTrait: Tough

Allegiance: Chaos: Let The Galaxy Burn:

Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Allegiance: Necron: Living Metal:

In the ready step of each Strategy phase, each Necron NPO and friendly Necron Nemesis operative regains up to D3+1 lost wounds (roll seperately for each).

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.

80NEMESIS

Equipment

Ploys

Tac Ops