Book | Kind | Edition | Version | Last update |
Kill Team: Nightmare (Nemesis Claw) | ||||
Kill Team: Nightmare (Nemesis Claw) | Expansion | 2 | 1.0 | May 2024 |
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.
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:If your faction is NEMESIS CLAW, you can use the following Strategic Ploys during a game.
If your faction is NEMESIS CLAW, you can use the following Tactical Ploys during a game.
If your faction is NEMESIS CLAW, you can use the Nemesis Claw Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected NEMESIS CLAW as your faction keyword.
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1. MACABRE ADORNMENTS [2EP] The operative gains the following ability for the battle: |
2. ELIXIR OF MISERY [2EP] The operative gains the following ability for the battle: |
3. MALIGN ETCHINGS [2EP] The operative gains the following ability for the battle: |
4. INFERNAL ICHOR [2EP] FEARMONGER operative only. The operative gains the following ability for the battle:
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5. CHAINWEB [2EP] The operative gains the following ability for the battle: |
6. HARBINGER'S HELM [2EP] VISIONARY operative only. The operative gains the following ability for the battle: |
CARRION THICKETThe 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 LAMENTEmploying 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 PITWoe 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:
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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.
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.
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.
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.
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.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.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.
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.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.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:GRISLY TROPHY+ [3EP]
Not available for an operative equipped with flayed skin. The operative gains the following ability for the battle:CHAIN SNARE [1EP]
The operative gains the following ability for the battle:SUSPENSOR SYSTEM [3EP]
HEAVY GUNNER operative only. That operative gains the following ability for the battle: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 | - |
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 , AP1 | Rng , AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 2+ | 5/6 | Rng , AP2, Hot | Rng , AP2, Hot | - | |||
Nostraman chainblade | |||||||||
Nostraman chainblade | 5 | 2+ | 4/5 | !Rending | - | Rending | |||
Power fist | |||||||||
Power fist | 5 | 3+ | 5/7 | Brutal | Brutal | - | |||
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.
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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.
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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.
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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.
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, LEADER, PSYKER, NIGHT LORD, VISIONARY
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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 Cover | MW3, 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.
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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.
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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.
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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.
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, FEARMONGER
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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. !MW4 | Rng , AP2 | MW4 | |||
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 | AP1 | AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 3+ | 5/6 | AP2, Hot | AP2, Hot | - | |||
Fists | |||||||||
Fists | 4 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, GUNNER
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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. !P1 | Heavy, Fusillade | P1 | |||
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 , Heavy | Blast , Heavy | - | |||
- Krak | |||||||||
- Krak | 4 | 3+ | 5/7 | AP1, Heavy | AP1, Heavy | - | |||
Fists | |||||||||
Fists | 4 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, HEAVY GUNNER
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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.
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+, Relentless | Lethal 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+).
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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+).
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UNIQUE ACTIONS |
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SCREECHER
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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).
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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).
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UNIQUE ACTIONS |
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SKINTHIEF
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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.
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.
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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):
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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.
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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):
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, PSYKER, NIGHT LORD, VENTRILOKAR
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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 |
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ABILITIES |
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UNIQUE ACTIONS |
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NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, WARRIOR
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GRISLY TROPHY+ [3EP]
Not available for an operative equipped with flayed skin. The operative gains the following ability for the battle:FLAYED SKIN [2EP]
Not available for an operative equipped with a grisly trophy. The operative gains the following ability for the battle:6. HARBINGER'S HELM [2EP]
VISIONARY operative only. The operative gains the following ability for the battle:The NEMESIS CLAW keyword is used in the following Nemesis Claw datacards:
The CHAOS keyword is used in the following Nemesis Claw datacards:
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:
4. INFERNAL ICHOR [2EP]
FEARMONGER operative only. The operative gains the following ability for the battle: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.
SUSPENSOR SYSTEM [3EP]
HEAVY GUNNER operative only. That operative gains the following ability for the battle: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.