Nemesis Claw

Books

BookKindEditionVersionLast update
  Kill Team: Nightmare (Nemesis Claw)
  Kill Team: Nightmare (Nemesis Claw)Expansion21.0May 2024

Nemesis Claw Kill Team

Below you will find a list of the operatives that make up a NEMESIS CLAW kill team, including, where relevant, any wargear those models must be equipped with.

Operatives


Other than WARRIOR operatives, your kill team can only include each operative above once.

Ability

Below you will find a common ability of the NEMESIS CLAW kill team.

In Midnight Clad

Night Lords are one with darkness, employing it as an ally and a weapon.

When determining if a friendly NEMESIS CLAW operative is in an enemy operative’s Line of Sight, that friendly operative is Obscured if all of the following are true:
  • It has a Conceal order, regardless of any rules that treat the operative as having an Engage order (e.g. Vantage Point).’
  • It’s within of Heavy or Light terrain, and/or any part of its base is underneath a Vantage Point.
  • It’s more than from enemy operatives it’s Visible to.

Strategic Ploys

If your faction is NEMESIS CLAW, you can use the following Strategic Ploys during a game.

NIGHTMARE MANIFEST1CP
Strategic Ploy
Until the end of the Turning Point, friendly NEMESIS CLAW operatives can perform two Fight actions during their activation, or two Shoot actions during their activation if a bolt weapon is selected for at least one of those shooting attacks. A bolt weapon is a ranged weapon that includes the word ‘bolt’ in its name, e.g. boltgun, heavy bolter, etc.
WE HAVE COME FOR YOU1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly NEMESIS CLAW operative is activated, if the first action it performs during that activation is the Charge action, after it finishes that action you can select one enemy operative within its Engagement Range to suffer D3 mortal wounds.
PREYSIGHT1CP
Strategic Ploy
Until the end of the Turning Point, when determining Line of Sight for each friendly NEMESIS CLAW operative, enemy operatives within of it are treated as having an Engage order unless they are in Cover from Heavy terrain.
THE BLACK HUNT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly NEMESIS CLAW operative fights in combat with or makes a shooting attack against an enemy operative that has less than its starting number of wounds remaining at the start of that combat or shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

Tactical Ploys

If your faction is NEMESIS CLAW, you can use the following Tactical Ploys during a game.

OUT OF THE DARKNESS1CP
Tactical Ploy
Use this Tactical Ploy at the end of the Scouting step. One friendly NEMESIS CLAW operative wholly within your drop zone can perform a free Normal Move action up to 2 as though it can FLY.
VOX SCREAM1+ CP
Tactical Ploy
Use this Tactical Ploy when your opponent would activate an enemy operative. Your opponent cannot activate that operative until you have had a turn to activate a ready friendly operative or perform Overwatch. If there are no other ready enemy operatives, this Tactical Ploy has no effect. This Tactical Ploy costs 1 additional Command point for each previous time you have used it during the battle (e.g. 1 CP the first time you would use it, 2CP the second time, etc.).
DEATH TO THE FALSE EMPEROR1CP
Tactical Ploy
Use this Tactical Ploy after rolling attack dice for a combat involving or shooting attack made by a friendly NEMESIS CLAW operative. If the enemy operative in that combat or shooting attack has the IMPERIUM keyword, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2); if it has the ADEPTUS ASTARTES keyword, you can re-roll any or all of your attack dice instead.
PROCLIVITY FOR MURDER1CP
Tactical Ploy
Use this Tactical Ploy after a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range. That friendly operative can immediately perform a free Charge action up to or a free Dash action, even if it has performed an action during that activation that prevents it from performing the CHARGE or DASH action.

Tac Ops

If your faction is NEMESIS CLAW, you can use the Nemesis Claw Tac Ops listed below, as specified in the mission sequence.

SOW TERROR
Nemesis Claw – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range, and that enemy operative is within of an objective marker that is both in your opponent’s territory and not on the centre line, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
DREAD TALE, DARK RUMOUR
Nemesis Claw – Faction Tac Op 2
Reveal this Tac Op at the end of the battle.
  • If a friendly NEMESIS CLAW operative is within of your opponent’s killzone edge, you score 1VP.
  • If a friendly NEMESIS CLAW operative is within of an enemy operative, you score 1VP.
HUNT THE WEAK
Nemesis Claw – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range that has an unmodified Wounds characteristic of 7, and that enemy operative is more than from all other enemy operatives, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected NEMESIS CLAW as your faction keyword.

Battle Honours

Each time a NEMESIS CLAW operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Nemesis Claw Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

NEMESIS CLAW SPECIALIST
D6Battle Honour
1Master of Stealth: While this operative has a Conceal order, it’s always treated as having a Conceal order, regardless of any other rules (e g. Vantage Point).
2Prey Stalker: This operative can perform the Charge action while it has a Conceal order.
3Spiteful Hunter: This operative can perform the Charge action while within Engagement Range of an enemy operative.
4At One With Darkness: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it’s in Cover, you can do one of the following:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.
5Vicious Murderer: This operative’s melee weapons gain the Brutal special rule. While this operative has combat support, its melee weapons gain the Lethal 5+ special rule for that combat. If they already have Lethal 5+, they gain the Rending critical hit rule for that combat instead.
6Malicious Fighter: When this operative is incapacitated by an enemy operative within its Engagement Range, that enemy operative suffers D3+1 mortal wounds.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is NEMESIS CLAW, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. MACABRE ADORNMENTS [2EP]

The operative gains the following ability for the battle:

Macabre Adornments: Each time an enemy operative is activated, if this operative is Visible to and within of it, subtract 1 from its APL.

2. ELIXIR OF MISERY [2EP]

The operative gains the following ability for the battle:

Elixir of Misery: Keep a Misery tally for this operative. Each time an operative is incapacitated, add 1 to the Misery tally. Once per battle, when this operative is activated, you can use this ability. If you do so, this operative regains a number of lost wounds equal to your Misery tally (to a maximum of 8).

3. MALIGN ETCHINGS [2EP]

The operative gains the following ability for the battle:

Malign Etchings: Each time a shooting attack is made against this operative, in the Roll Attack Dice step of that shooting attack, your opponent cannot retain attack dice as critical hits (they must be retained as normal hits instead).

4. INFERNAL ICHOR [2EP]

FEARMONGER operative only. The operative gains the following ability for the battle:
Infernal Ichor:

  • Change the Blast special rule of this operative’s terrorchem vial to Blast .
  • Change the distance requirement for this operative’s Poison Objective action to (instead of ).

5. CHAINWEB [2EP]

The operative gains the following ability for the battle:

Chainweb: Unless they begin a move outside of this operative’s Engagement Range and can FLY, enemy operatives cannot move out of this operative’s Engagement Range.

6. HARBINGER'S HELM [2EP]

VISIONARY operative only. The operative gains the following ability for the battle:

Harbinger’s Helm: For the purposes of this operative’s Prescience ability, add 3 Prescience tokens to your pool (do not roll one D3).


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is NEMESIS CLAW, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

CARRION THICKET

The Night Lords have festooned this area with the torture-twisted remains of their victims. Be they unfortunate sentries plucked from patrol routes or the remains of those unwise enough to have defied the Night Lords in battle, all serve as dread talismans to unbalance the foe and sow terror through their ranks.

At the end of the Set Up Barricades step, set up one of your Cadaver tokens more than from your opponent’s drop zone. While an enemy operative is within of your Cadaver token, that enemy operative is treated as being injured, regardless of any rules that say it cannot be injured. However, do not subtract from its Movement characteristic as a result of this rule unless it’s activated within of your Cadaver token.

DISSONANT LAMENT

Employing a tailored techno-viral dirge, the Night Lords drown their enemies' long range communications in a flood-tide of inhuman screams. Under such conditions, it becomes all but impossible for the foe to gather or make use of battlefield intelligence.

Your opponent cannot resolve scouting options (they must still select them, where relevant, to determine initiative).

SKINNING PIT

Woe betide those who the Night Lords take captive in battle, for their fates are invariably nightmarish and cruel. Within the gore-spattered skinning pits, their hides are flensed from their flesh and their muscles from their bones. To inflict such horrors upon their prey invigorates and inspires the warriors of the Nemesis Claw to fresh and still-greater heights of inhuman sadism.

Keep a Skinning Pit tally on your dataslate. Add 1 to the tally as follows:

  • Each time a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range.
  • If you achieve the first bullet point and that enemy operative had a Wounds characteristic of 11 or more.
  • If you achieve the first bullet point and that friendly operative was a SKINTHIEF operative.
In each Update Dataslates step, for every 8 marks on your Skinning Pit tally, remove those marks, give one NEMESIS CLAW operative on your dataslate 1XP and add either one grisly trophy or two flayed skins to your stash.


Requisitions

In a Spec Ops campaign, if your faction is NEMESIS CLAW, you can use the following Requisitions in addition to those presented in other sources.

CUT-THROAT COMPETITION1RP

There is little in the way of fraternal loyalty amidst the ranks of the Night Lords. This is especially true within the Nemesis Claws. Bitter rivalries and vicious strife are common, and even warriors who have fought side by side for decades will seize the slightest chance to prosper at the other's expense.

Purchase this Requisition before or after a game. Remove D6 experience points from a NEMESIS CLAW operative on your dataslate (excluding a VISIONARY operative). If you do so, select one other NEMESIS CLAW operative on your dataslate to gain a number of experience points equal to half the number of removed experience points (rounding up).
OPPORTUNISTIC RAID1RP

The Night Lords are masters in the art of pillage and plunder, sustaining their campaigns of terror by snatching up supplies and looting from the corpses of the slain. When they spot an opportunity to restock their cache of materiel, they strike swiftly and mercilessly.

Purchase this Requisition after winning a battle. Select up to 8 points worth of your faction’s equipment and add it to your stash.
FEED THE VOICE EATER1RP

Once a voice eater has consumed the lifeblood - and some say the mortal soul - of its prey, it becomes privy to whatever operational secrets and forbidden knowledge they possessed. Such insights it will whisper to its Ventrilokar master. They in turn may share these insights with the rest of the Nemesis Claw, either under threat of violence or because it benefits them personally Whatever the case, possessing the enemy's strategic secrets can aid the Night Lords enormously in battle.

Purchase this Requisition before a game. A VENTRILOKAR operative on your dataslate gains the following ability for the next battle:

Information From Blood: During the battle, you can do one of the following:

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is NEMESIS CLAW, you can select one from those found below instead of selecting one from another source.

Reign of Terror

Fear must be fed like a fire. With each battle, act of cruelty and spectacle of horror, you cast more fuel into the flames. Hour by hour and night by night the inferno spreads, until all your enemies’ hopes are burned to ash and their warriors flee screaming before the terrors you have wrought.

OPERATION 1: FEAR THE SHADOWS

Confronting your foes with visceral scenes of atrocity, infiltrating their strongholds to prove nowhere is safe and corrupting their communications to leave them isolated all serve as strategies to spread fear.

Complete five games in which you scored victory points from the ‘Sow Terror’, ‘Dread Tale, Dark Rumour’ and/or ‘Upload Viral Code’ Tac Op.

OPERATION 2: TERROR INCARNATE

Strike one last blow to shatter your foes’ morale, scatter their forces and reduce them to prey ripe for the hunt.

Complete a game in which you scored victory points from the ‘Rout’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

A Slow and Terrible End

Leave headlong assaults and battles of attrition to those too dull-witted to see wiser paths to victory. Your foes will face the death of a thousand cuts Strength leeched and courage shattered, the enemy will submit at the last to their inevitable fate.

OPERATION 1: PLUCKED LIKE EYES

Through abductions and incremental cruelties, you bleed your enemies’ strength and their will to fight.

Complete five games in which you scored victory points from the ‘Capture Hostage & Infiltrate’, ‘Hunt the Weak’ and/or ‘Rob and Ransack’ Tac Op.

OPERATION 2: GRIM REUNION

Returning what remains of your foes’ stolen comrades in a suitably gruesome manner will shatter what remains of their martial and spiritual strength.

Complete a game in which you scored victory points from the ‘Plant Banner’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Perform Ritual’ Spec Op.

Equipment

NEMESIS CLAW operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

FLAYED SKIN [2EP]

Not available for an operative equipped with a grisly trophy. The operative gains the following ability for the battle:

Flayed Skin: While this operative is Visible to and within of an enemy operative, your opponent cannot re-roll attack or defence dice for that enemy operative.

GRISLY TROPHY+ [3EP]

Not available for an operative equipped with flayed skin. The operative gains the following ability for the battle:

Grisly Trophy: While this operative is Visible to and within of an enemy operative, subtract 1 from the Attacks characteristic of that enemy operative’s ranged and melee weapons.

CHAIN SNARE [1EP]

The operative gains the following ability for the battle:

Chain Snare: While only one enemy operative is within Engagement Range of this operative, that enemy operative is snared. Each time a snared enemy operative would perform the Fall Back action, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4* that enemy operative cannot perform that action, but no action points are subtracted.

SUSPENSOR SYSTEM [3EP]

HEAVY GUNNER operative only. That operative gains the following ability for the battle:

Suspensor System: The Heavy special rule of this operative’s ranged weapons is treated differently. Instead, an operative cannot move more than 3 in the same activation in which it performs the Shoot action with any of those ranged weapons.

COMBAT BLADE [1EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Combat blade
4
3+
3/5

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-


Datacards


Night Lord Visionary

It takes a singularly terrifying being to lead such a band of monsters to battle, yet the Visionary is equal to the task. Gifted with instinctual flickers of prescience, they foresee threats from within their Nemesis Claw and without, meeting them with shocking violence.

Night Lord Visionary

It takes a singularly terrifying being to lead such a band of monsters to battle, yet the Visionary is equal to the task. Gifted with instinctual flickers of prescience, they foresee threats from within their Nemesis Claw and without, meeting them with shocking violence.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
Rng , AP2, HotRng , AP2, Hot-
Nostraman chainblade
Nostraman chainblade
5
2+
4/5
!Rending-Rending
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
Power maul
Power maul
5
2+
4/6
!Stun-Stun
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Prescience: Once in each Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, add D3 Prescience tokens to your pool. Your Prescience tokens are spent on abilities and unique actions on this datacard, but you cannot spend them if this operative is not in the killzone.
Foreboding: In the Firefight phase, when it’s your turn to activate a ready friendly operative, you can discard one of your Prescience tokens to skip that activation.
Portent: Once per Turning Point, when this operative fights in combat or a shooting attack is made against it, at the start of the Resolve Successful Hits step of that combat or shooting attack, you can discard one of your Prescience tokens to discard one of your opponent’s successful hits.
Premonition (1AP): Psychic action. Discard one of your Prescience tokens to gain 1CP. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Prescience: Once in each Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, add D3 Prescience tokens to your pool. Your Prescience tokens are spent on abilities and unique actions on this datacard, but you cannot spend them if this operative is not in the killzone.
Foreboding: In the Firefight phase, when it’s your turn to activate a ready friendly operative, you can discard one of your Prescience tokens to skip that activation.
Portent: Once per Turning Point, when this operative fights in combat or a shooting attack is made against it, at the start of the Resolve Successful Hits step of that combat or shooting attack, you can discard one of your Prescience tokens to discard one of your opponent’s successful hits.
UNIQUE ACTIONS
Premonition (1AP): Psychic action. Discard one of your Prescience tokens to gain 1CP. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
HARBINGER'S HELM
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, LEADER, PSYKER, NIGHT LORD, VISIONARY
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, LEADER, PSYKER, NIGHT LORD, VISIONARY


Night Lord Fearmonger

The Fearmonger is not only a master of toxins and poisons, he also relishes the slow cruelties of their effects. Whether dispensing his vile concoctions in battle or infiltrating enemy encampments to taint rations, he spreads horror, suffering and death wherever he goes.

Night Lord Fearmonger

The Fearmonger is not only a master of toxins and poisons, he also relishes the slow cruelties of their effects. Whether dispensing his vile concoctions in battle or infiltrating enemy encampments to taint rations, he spreads horror, suffering and death wherever he goes.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Scoped bolt pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Scoped bolt pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
3/4
Rng , Lethal 5+Rng , Lethal 5+-
 - Long range
 - Long range
4
3+
3/4
--
Terrorchem vial
Terrorchem vial
5
3+
2/0
Rng , Blast , Indirect, Limited, No Cover. !MW3, Terrorchem*Rng , Blast , Indirect, Limited, No CoverMW3, Terrorchem*
Tainted blade
Tainted blade
5
3+
3/5
!Terrorchem*-Terrorchem*
ABILITIES UNIQUE ACTIONS
*Terrorchem: Each time this operative fights in combat or makes a shooting attack with this weapon, in the Resolve Successful Hits step of that combat or shooting attack, the first time you resolve a critical hit (it must be a strike in combat), the enemy operative gains one of your Terrorchem tokens until the end of the battle if it doesn’t already have one.
Terrorchem Poison: In the Ready Operatives step of each Initiative phase, enemy operatives with a Terrorchem token suffer D3 mortal wounds (roll separately for each), even if this operative has been incapacitated.
Poison Objective (1AP): Select one objective marker this operative controls that doesn’t have a Terrorchem token. It gains one of your Terrorchem tokens. The first time an enemy operative without a Terrorchem token moves within of that objective marker, it suffers D3 mortal wounds and gains that Terrorchem token until the end of the battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
*Terrorchem: Each time this operative fights in combat or makes a shooting attack with this weapon, in the Resolve Successful Hits step of that combat or shooting attack, the first time you resolve a critical hit (it must be a strike in combat), the enemy operative gains one of your Terrorchem tokens until the end of the battle if it doesn’t already have one.
Terrorchem Poison: In the Ready Operatives step of each Initiative phase, enemy operatives with a Terrorchem token suffer D3 mortal wounds (roll separately for each), even if this operative has been incapacitated.
UNIQUE ACTIONS
Poison Objective (1AP): Select one objective marker this operative controls that doesn’t have a Terrorchem token. It gains one of your Terrorchem tokens. The first time an enemy operative without a Terrorchem token moves within of that objective marker, it suffers D3 mortal wounds and gains that Terrorchem token until the end of the battle. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
INFERNAL ICHOR , CUT-THROAT COMPETITION
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, FEARMONGER
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, FEARMONGER


Night Lord Gunner

The effects of blazing promethium, hissing melta beams and searing bolts of plasma upon living beings are horrific in the extreme. Gunners embrace the power of these terror weapons and employ them to wreak maximum havoc among the foe.

Night Lord Gunner

The effects of blazing promethium, hissing melta beams and searing bolts of plasma upon living beings are horrific in the extreme. Gunners embrace the power of these terror weapons and employ them to wreak maximum havoc among the foe.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Meltagun
Meltagun
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
AP2, HotAP2, Hot-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
CUT-THROAT COMPETITION
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, GUNNER
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, GUNNER


Night Lord Heavy Gunner

During every hunt there is a time for subterfuge, but there is also a time to hurl such subtlety aside in favour of mowing down screaming prey. Heavy Gunners do so with pummelling hails of bolt shells, or by blasting the foe to bloody tatters with tank-busting missiles.

Night Lord Heavy Gunner

During every hunt there is a time for subterfuge, but there is also a time to hurl such subtlety aside in favour of mowing down screaming prey. Heavy Gunners do so with pummelling hails of bolt shells, or by blasting the foe to bloody tatters with tank-busting missiles.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
3+
3/5
Blast , HeavyBlast , Heavy-
 - Krak
 - Krak
4
3+
5/7
AP1, HeavyAP1, Heavy-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
CUT-THROAT COMPETITION , Suspensor System
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, HEAVY GUNNER
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, HEAVY GUNNER


Night Lord Screecher

Having long preyed on those weaker than themselves, Screechers have degenerated into vicious and bestial beings. Amplified by the malevolent technologies of the Vox Noctis, Screechers’ screams paralyse their victims with terror, an effect their fellow Night Lords are quick to exploit.

Night Lord Screecher

Having long preyed on those weaker than themselves, Screechers have degenerated into vicious and bestial beings. Amplified by the malevolent technologies of the Vox Noctis, Screechers’ screams paralyse their victims with terror, an effect their fellow Night Lords are quick to exploit.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lightning claws
Lightning claws
5
3+
4/5
Lethal 5+, RelentlessLethal 5+, Relentless-
ABILITIES UNIQUE ACTIONS
Screecher: While this operative is within of an enemy operative, worsen the Ballistic Skill and Weapon Skill characteristics of that enemy operative’s weapons by 1. This is not cumulative with being injured.
Appetite for Cruelty: Each time this operative fights in combat as the active operative, if the target has less than its starting number of wounds remaining at the start of that combat, this operative’s lightning claws gain the Lethal 4+ special rule for that combat (instead of Lethal 5+).
-
ABILITIES
Screecher: While this operative is within of an enemy operative, worsen the Ballistic Skill and Weapon Skill characteristics of that enemy operative’s weapons by 1. This is not cumulative with being injured.
Appetite for Cruelty: Each time this operative fights in combat as the active operative, if the target has less than its starting number of wounds remaining at the start of that combat, this operative’s lightning claws gain the Lethal 4+ special rule for that combat (instead of Lethal 5+).
UNIQUE ACTIONS
-
DATACARD-RELATED
CUT-THROAT COMPETITION
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SCREECHER
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SCREECHER


Night Lord Skinthief

Brutal overseers of the Night Lords’ hideous skinning pits, these callous killers employ their authority to act as enforcers and lieutenants to the Visionaries. Woe betide any foe that lingers too long within range of their howling Nostraman chainglaives.

Night Lord Skinthief

Brutal overseers of the Night Lords’ hideous skinning pits, these callous killers employ their authority to act as enforcers and lieutenants to the Visionaries. Woe betide any foe that lingers too long within range of their howling Nostraman chainglaives.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Nostraman chainglaive
Nostraman chainglaive
5
3+
4/6
!Reap 1, Rending-Reap 1, Rending
ABILITIES UNIQUE ACTIONS
Flay Them Alive: Once per Turning Point, when this operative incapacitates an enemy operative within its Engagement Range, select one other enemy operative Visible to and within of this operative or the incapacitated enemy operative. Until the start of the next Turning Point, that other enemy operative cannot perform mission actions or the Pick Up action, or control objective markers.
Tyrant of the Skinning Pits: Each time this operative fights in combat, subtract 1 from both Damage characteristics of the enemy operative’s weapons for that combat (to a minimum of 2).
-
ABILITIES
Flay Them Alive: Once per Turning Point, when this operative incapacitates an enemy operative within its Engagement Range, select one other enemy operative Visible to and within of this operative or the incapacitated enemy operative. Until the start of the next Turning Point, that other enemy operative cannot perform mission actions or the Pick Up action, or control objective markers.
Tyrant of the Skinning Pits: Each time this operative fights in combat, subtract 1 from both Damage characteristics of the enemy operative’s weapons for that combat (to a minimum of 2).
UNIQUE ACTIONS
-
DATACARD-RELATED
CUT-THROAT COMPETITION
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SKINTHIEF
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SKINTHIEF


Night Lord Ventrilokar

The voice eater carried by the Ventnlokar is fashioned from the carrion remains of a slain Space Marine, whose omophagea has been tainted by dark sorcery. This dead-alive puppet can mimic the voices of those whose flesh it consumes, as well as stealing - and muttering aloud - their deepest secrets.

Night Lord Ventrilokar

The voice eater carried by the Ventnlokar is fashioned from the carrion remains of a slain Space Marine, whose omophagea has been tainted by dark sorcery. This dead-alive puppet can mimic the voices of those whose flesh it consumes, as well as stealing - and muttering aloud - their deepest secrets.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Chainsword
Chainsword
5
3+
4/5
--
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Disconcerting Mimicry (1AP): Psychic action. Select one enemy operative within of this operative, then select one of the following for that enemy operative (you can only select each one once per battle):
  • Subtract 1 from its APL.
  • Change its order.
  • Perform a free Dash action with it (specify the location for your opponent to move it to).
This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
UNIQUE ACTIONS
Disconcerting Mimicry (1AP): Psychic action. Select one enemy operative within of this operative, then select one of the following for that enemy operative (you can only select each one once per battle):
  • Subtract 1 from its APL.
  • Change its order.
  • Perform a free Dash action with it (specify the location for your opponent to move it to).
This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
CUT-THROAT COMPETITION , FEED THE VOICE EATER
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, PSYKER, NIGHT LORD, VENTRILOKAR
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, PSYKER, NIGHT LORD, VENTRILOKAR


Night Lord Warrior

Those Night Lords who fight as part of the Nemesis Claws are amongst the most psychotic and savage of all their twisted kind. Whether picking their victims off from range or eviscerating and flensing them at close quarters, they are diabolical foes.

Night Lord Warrior

Those Night Lords who fight as part of the Nemesis Claws are amongst the most psychotic and savage of all their twisted kind. Whether picking their victims off from range or eviscerating and flensing them at close quarters, they are diabolical foes.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Boltgun
Boltgun
4
3+
3/4
--
Chainsword
Chainsword
5
3+
4/5
--
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
CUT-THROAT COMPETITION
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, WARRIOR
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, WARRIOR
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.

GRISLY TROPHY+ [3EP]

Not available for an operative equipped with flayed skin. The operative gains the following ability for the battle:

Grisly Trophy: While this operative is Visible to and within of an enemy operative, subtract 1 from the Attacks characteristic of that enemy operative’s ranged and melee weapons.

FLAYED SKIN [2EP]

Not available for an operative equipped with a grisly trophy. The operative gains the following ability for the battle:

Flayed Skin: While this operative is Visible to and within of an enemy operative, your opponent cannot re-roll attack or defence dice for that enemy operative.
SOW TERROR
Nemesis Claw – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range, and that enemy operative is within of an objective marker that is both in your opponent’s territory and not on the centre line, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
DREAD TALE, DARK RUMOUR
Nemesis Claw – Faction Tac Op 2
Reveal this Tac Op at the end of the battle.
  • If a friendly NEMESIS CLAW operative is within of your opponent’s killzone edge, you score 1VP.
  • If a friendly NEMESIS CLAW operative is within of an enemy operative, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
UPLOAD VIRAL CODE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Upload Viral Code action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

UPLOAD VIRAL CODE2AP

An operative can perform this action while within of your opponent’s drop zone and not within of enemy operatives.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
CAPTURE HOSTAGE & INFILTRATE
Infiltration – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • Remove that friendly operative from the killzone and you score 1VP.
  • If you achieve the first condition and it is the third or fourth Turning Point, you score 1VP.
HUNT THE WEAK
Nemesis Claw – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range that has an unmodified Wounds characteristic of 7, and that enemy operative is more than from all other enemy operatives, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
PLANT BANNER
Security – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be carrying your Banner token. Reveal this Tac Op when that operative drops your Banner token. When you do, until the end of the battle, the Pick Up action can be performed by friendly operatives upon your Banner token.
  • At the end of the battle, if your Banner token is within of but not wholly within your opponent’s drop zone, you score 1VP.
  • At the end of the battle, if your Banner token is wholly within your opponent’s drop zone, you score 2VP.
Operatives can perform the following mission action:

DESTROY BANNER1AP

An operative can perform this action while within of the centre of an opponent’s Banner token. Remove that Banner token from the killzone. An operative cannot perform this action while within of enemy operatives.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.

6. HARBINGER'S HELM [2EP]

VISIONARY operative only. The operative gains the following ability for the battle:

Harbinger’s Helm: For the purposes of this operative’s Prescience ability, add 3 Prescience tokens to your pool (do not roll one D3).

The HERETIC ASTARTES keyword is used in the following Nemesis Claw datacards:

The PSYKER keyword is used in the following Nemesis Claw datacards:

The NIGHT LORD keyword is used in the following Nemesis Claw datacards:

No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.

4. INFERNAL ICHOR [2EP]

FEARMONGER operative only. The operative gains the following ability for the battle:
Infernal Ichor:
  • Change the Blast special rule of this operative’s terrorchem vial to Blast .
  • Change the distance requirement for this operative’s Poison Objective action to (instead of ).
CUT-THROAT COMPETITION1RP

There is little in the way of fraternal loyalty amidst the ranks of the Night Lords. This is especially true within the Nemesis Claws. Bitter rivalries and vicious strife are common, and even warriors who have fought side by side for decades will seize the slightest chance to prosper at the other's expense.

Purchase this Requisition before or after a game. Remove D6 experience points from a NEMESIS CLAW operative on your dataslate (excluding a VISIONARY operative). If you do so, select one other NEMESIS CLAW operative on your dataslate to gain a number of experience points equal to half the number of removed experience points (rounding up).
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

SUSPENSOR SYSTEM [3EP]

HEAVY GUNNER operative only. That operative gains the following ability for the battle:

Suspensor System: The Heavy special rule of this operative’s ranged weapons is treated differently. Instead, an operative cannot move more than 3 in the same activation in which it performs the Shoot action with any of those ranged weapons.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
FEED THE VOICE EATER1RP

Once a voice eater has consumed the lifeblood - and some say the mortal soul - of its prey, it becomes privy to whatever operational secrets and forbidden knowledge they possessed. Such insights it will whisper to its Ventrilokar master. They in turn may share these insights with the rest of the Nemesis Claw, either under threat of violence or because it benefits them personally Whatever the case, possessing the enemy's strategic secrets can aid the Night Lords enormously in battle.

Purchase this Requisition before a game. A VENTRILOKAR operative on your dataslate gains the following ability for the next battle:

Information From Blood: During the battle, you can do one of the following:

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