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 - 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

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.

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: 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.

Trait: Violent Demise:
From detonating ammunition stores to corrosive innards and frenzied death throes, some large targets are dangerous even in defeat.

If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

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.

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.

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: Close-range Lethality:
Those who venture too close to this destructive entity invite its full ire as it bends its will - and considerable firepower - to their swift eradication.

Whenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule; if the weapon already has that weapon rule, it also has the Severe weapon rule.

Trait: Tenacious:
There are those creatures and mechanisms that simply will not stop. Some draw upon spiritual strength or wells of hatred, while others are driven by a fearsome will.

Ignore any changes to this operative's Move stat from being injured.

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.

Operatives

1. Crisis
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Missile Pod
5
3+
5/6
Burst Cannon (Ceaseless, Tor1")
5
3+
3/4
Cyclic Ion Raker (Hvy(Repos), Prc 1, Selection 2, Tor2")
5
3+
4/5
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Fusion Blaster (Rng6", Dev 4, Prc 2)
4
3+
6/3
Plasma Gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
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: GuardianAllegiance: T'au Empire

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.

32NEMESIS
2. Dreadnought
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Lascannon (Hvy(Repos), Prc 2)
4
3+
6/7
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.)
-
-
-
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: GuardianAllegiance: ImperiumTrait: ArmouredTrait: ToughTrait: Violent Demise
50NEMESIS
3. Wraithlord
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Bright Lance (Hvy(Repos), Prc 2)
4
3+
6/7
Starcannon (Lethal 5+, Prc 1)
4
3+
5/6
Ghostglaive (Lethal 5+)
4
3+
5/7
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: BattlerAllegiance: AeldariTrait: ArmouredTrait: Tough

Allegiance: Aeldari: Arrogant Superiority:

Whenever an Aeldari NPO or friendly Aeldari Nemesis operative is shooting against or fighting against a ready enemy operative, if two or more fails are rolled for it, one of them can be discarded to re-roll another.

50NEMESIS
4. Razorback
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Burst Cannon (Ceaseless, Tor1")
5
3+
3/4
Lascannon (Hvy(Repos), Prc 2)
4
3+
6/7
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.)
-
-
-
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: GuardianAllegiance: ImperiumTrait: ArmouredTrait: Focused TargetingTrait: 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.

50NEMESIS
5. Skorpech Lord
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Prc 1)
4
3+
5/6
Power Weapon (Lethal 5+)
4
3+
5/7
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: BattlerAllegiance: NecronTrait: Close-range LethalityTrait: TenaciousTrait: Tough
32NEMESIS
6. Canoptek Doomstalker
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Doomsday Blaster (Hvy(Repos), Prc 2, Selection 2)
5
3+
6/7
Close Combat Weapon (Selection 0)
3
4+
4/5
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Behaviour: GuardianAllegiance: NecronTrait: ArmouredTrait: Close-range LethalityTrait: ToughTrait: Violent Demise
50NEMESIS
7. Castigator
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Heavy Bolter (PrcCrit1, Tor1")
5
3+
4/5
Heavy Phosphor Blaster (Sat, Severe)
5
3+
4/5
Stranglethorn Cannon (Blast 2", Lethal 5+)
5
3+
3/5
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 - MediumTowering Size
Options
Behaviour: MarksmanAllegiance: ImperiumTrait: ArmouredTrait: Violent Demise
50NEMESIS
8. Terminator Heavy
Nemesis - Small
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Heavy Bolter (PrcCrit1, Tor1")
5
3+
4/5
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - SmallTowering Size
Options
Behaviour: BattlerAllegiance: ImperiumTrait: ArmouredTrait: Shielded

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.

32NEMESIS
9. War Walker
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Scatter Laser (Ceaseless, Tor1")
5
3+
3/4
Bright Lance (Hvy(Repos), Prc 2)
4
3+
6/7
Missile Launcher
Frag (Blast 2")
4
3+
3/5
Krak (Prc 1)
4
3+
5/7
Shuriken Cannon (Rnd, Tor1")
5
3+
4/5
Starcannon (Lethal 5+, Prc 1)
4
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 - MediumTowering Size
Options
Behaviour: MarksmanAllegiance: ImperiumTrait: Focused TargetingTrait: Tenacious
50NEMESIS

Equipment

Ploys

Tac Ops