Nemesis Ops

Nemesis Ops

Common Abilities and Options

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's not wholly intervening.
  • Whenever another operative is performing the Shoot action, being within control range of other operatives doesn't prevent this operative from being selected as a valid target.
  • 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's an equipment terrain feature, remove it from the battle instead.

Extra Defence:
Whenever an operative is shooting this operative, collect and roll one additional defence dice, unless this operative is injured.

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 for 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's a player operative, APL changes don't affect the 5AP you can spend per turning point.

Close-range lethality:
Whenver 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.

Leagues of Vontann: Acquisition at all costs:
Whenever a Leagues of Vontann NPO or friendly Leagues of Vontann 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 Vontann operative's weapons have the Balanced weapon rule.

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

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. Ancient
Nemesis Op Small (select 2 weapons, a faction trait and a nemesis trait)
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Plasma gun
Standard (Piercing 1)
4
3+
4/6
Supercharge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Power fist/Crushing claw (Brutal, Shock)
4
3+
6/8
Abilities
Towering sizeExtra DefenceBulky
Options
Close-range lethalityLeagues of Vontann: Acquisition at all costsGuardian Behaviour

Guardian Behaviour:

2. Pedro Kantor
Nemesis Op Medium (select 2 weapons, a faction trait and a nemesis trait)
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Heavy stubber/Big shoota (Torrent 1")
5
3+
4/5
Power fist/Crushing claw (Brutal, Shock)
4
3+
6/8
Abilities
Towering sizeBulkyExtra Defence
Options
ShieldedLeagues of Vontann: Acquisition at all costs

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

3. Venerable Dreadnought
Nemesis Op Large (select 3 weapons, a faction trait and a nemesis trait)
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Heavy flamer/Incendine combustor/Liquifier gun/Skorcha (Range 8", Saturate, Torrent 2")
5
2+
3/3
Lascannon/Bright lance/Dark lance (Heavy (Reposition only), Piercing 2)
4
3+
6/7
Power fist/Crushing claw (Brutal, Shock)
4
3+
6/8
Abilities
Towering sizeBulkyExtra Defence
Options
Focused targetingLeagues of Vontann: Acquisition at all costs
4. Hades breaching drill
Nemesis Op Small (select 2 weapons, a faction trait and a nemesis trait)
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Fleshmower (Brutal)
5
2+
4/5
Abilities
Towering sizeExtra DefenceBulky
Options
DuellistCrushing ImpactImperium: Defenders of the Imperium

Duellist: Whenever this operative is fighting or retaliating, you can resolve one of its successes before the normal order. If you do, the success must be used to block

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

5. Techpriest
Nemesis Op Small (select 2 weapons, a faction trait and a nemesis trait)
A 4
M 6"
S 4+
W 35/35
Weapons
ATK
HIT
DMG
Heavy phosphor blaster (Saturate, Severe)
5
3+
4/5
Close combat weapon (Selection 0)
3
4+
4/5
Abilities
Towering sizeExtra DefenceBulky
Options
Focused targetingClose-range lethalityImperium: Defenders of the Imperium
6. Warboss in mega armor
Nemesis Op Medium (select 2 weapons, a faction trait and a nemesis trait)
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Dread saw (Rending)
5
3+
4/5
Abilities
Towering sizeBulkyExtra Defence
Options
ArmouredOrk: WAAAGH!

Armoured: 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.

Ork: WAAAGH!: Whenever an Ork NPO is fighting, its weapons have the Balanced weapon rule. Worsen the hit stat of the Ork Nemesis operatives' ranged weapons by 1, but their melee weapons have the Severe weapon rule.

Equipment

Ploys

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

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

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

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

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.

Track Enemy
Infiltration

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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

Plant Devices
Infiltration

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

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.