Nemesis Claw

Savage and sadistic in the extreme, the Night Lords use fear itself as their most potent weapon. The cruelist of these inveterate murderers form kill teams known as Nemesis Claws, achieving their mission objectives through acts of obscene violence and the spreading of abject terror.

Books

BookKindEditionVersionLast update
  Nemesis Claw
  Nemesis ClawFaction31.2April 2025

Nemesis Claw Kill Team

Operatives

  • 1 NEMESIS CLAW VISIONARY equipped with one of the following options:
    • Bolt pistol; power fist
    • Bolt pistol; power maul
    • Bolt pistol; power weapon
    • Plasma pistol; Nostraman chainblade
  • 5 NEMESIS CLAW operatives selected from the following list:
    • FEARMONGER
    • GUNNER equipped with one of the following options:
      • Bolt pistol; flamer; fists
      • Bolt pistol; meltagun; fists
      • Bolt pistol; plasma gun; fists
    • HEAVY GUNNER equipped with one of the following options:
      • Bolt pistol; heavy bolter; fists
      • Bolt pistol; missile launcher; fists
    • SCREECHER
    • SKINTHIEF
    • VENTRILOKAR
    • WARRIOR equipped with one of the following options:
      • Bolt pistol; chainsword
      • Boltgun; fists

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Marker/Token Guide

Portent token

Terrorchem token

Flay Them Alive token

Disconcerting Mimicry token

Poison Objective token

Grisly Trophy token

Prescience points
(Values 1 & 2)

Faction Rules

Astartes

These genetically modified superhumans are made for one purpose: war.

During each friendly NEMESIS CLAW operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them.

Each friendly NEMESIS CLAW operative can counteract regardless of its order.

In Midnight Clad

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

Whenever an enemy operative is shooting a friendly NEMESIS CLAW operative, that friendly operative is obscured if both of the following are true:
  • It’s more than 6" from enemy operatives it’s visible to.
  • It has Heavy terrain within its control range, or any part of its base is underneath Vantage terrain.

Strategy Ploys

WE HAVE COME FOR YOU

The Night Lords strike their foes swiftly, utilising shock, awe and terror to brutalise the enemy before they can lift a blade in response.

Whenever a friendly NEMESIS CLAW operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
THE BLACK HUNT

A terrible malice burns within the twin hearts of each Night Lord, and they enjoy nothing more than toying with their wounded prey.

Whenever a friendly NEMESIS CLAW operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
PREYSIGHT

The Night Lords seem able to sense the fear of cowering prey, hunting down the craven with unerring precision.

Whenever you’re selecting a valid target for a friendly NEMESIS CLAW operative, enemy operatives within 6" of it cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
RETURN TO DARKNESS

The Night Lords move from shadow to shadow with an agility and speed belied by their transhuman bulk.

One friendly NEMESIS CLAW operative can immediately perform a free Fall Back or Reposition action, but it must end that move with Heavy terrain within its control range, or any part of its base underneath Vantage terrain. In addition, it cannot end that move closer to enemy operatives (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, ignore Wall terrain when determining this).

Firefight Ploys

VOX SCREAM

By modulating the frequency of their helm-mounted vox-units, Night Lord operatives can unleash a terrifying scream with the ability to stun an opponent.

Use this firefight ploy when your opponent would activate an enemy operative. Your opponent cannot activate that operative during this activation. If there are no other enemy operatives eligible to be activated, this ploy has no effect. This ploy costs you 1 additional CP for each previous time you’ve used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time, etc.).
DEATH TO THE FALSE EMPEROR

The Night Lords, like all Heretic Astartes, bear a particular hatred for the corpse-worshipping soldiers of the Imperium.

Use this firefight ploy after rolling your attack dice for a friendly NEMESIS CLAW operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative’s weapons have the Ceaseless weapon rule until the end of that sequence; if that enemy operative also has the ADEPTUS ASTARTES keyword, that friendly operative’s weapons have the Relentless weapon rule until the end of that sequence instead.
PROCLIVITY FOR MURDER

Each brutal kill a Night Lord performs serves to feed their bloodlust and drives them to further acts of terrible violence.

Use this firefight ploy after a friendly NEMESIS CLAW operative incapacitates an enemy operative within its control range. That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.
DIRTY FIGHTER

The Night Lords have no respect for the concept of honour and will use whatever underhanded tactics they deem necessary.

Use this firefight ploy when a friendly NEMESIS CLAW operative is retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do, you cannot resolve any other successes during that sequence.

Faction Equipment

FLAYED SKIN

Bedecked with the bloody hides of butchered victims, the Night Lords inspire abject terror and revulsion in their enemies.

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly NEMESIS CLAW operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
CHAIN SNARE

Composed of hooked blades attached to a length of chain, this weapon bites into the flesh or armour of the wielder’s target, preventing them from fleeing.

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly NEMESIS CLAW operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).
GRISLY TROPHY

Severed hands and limbs, eyeballs plucked from the skulls of screaming victims – these macabre trophies and more cause the Night Lords’ foes to waver.

Once per battle, when a friendly NEMESIS CLAW operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it doesn’t already have one). Whenever a friendly NEMESIS CLAW operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the Atk stat of that enemy operative’s weapons.
COMMS JAMMERS

The Night Lords use jamming devices to sow chaos and confusion by preventing their panicked foes from communicating.

Whenever an enemy operative is within 3" of a friendly NEMESIS CLAW operative, that enemy operative’s APL stat cannot be added to. Note that this doesn’t affect APL stats that have already been changed.

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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
15
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Nostraman chainblade
Nostraman chainblade
5
3+
4/5
RendingRending
Power fist
Power fist
5
4+
5/7
BrutalBrutal
Power maul
Power maul
5
3+
4/6
ShockShock
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Prescience: PSYCHIC. In the Ready step of each Strategy phase, you gain D3 Prescience points. You can spend your Prescience points in the Firefight phase as follows (you cannot use each of the following rules more than once per turning point):
  • Foreboding: PSYCHIC. Whenever it’s your turn to activate a friendly operative, you can spend 1 of your Prescience points to skip that activation.
  • Portent: PSYCHIC. Whenever an attack dice inflicts Normal Dmg on this operative, you can spend 1 of your Prescience points to ignore that inflicted damage.

You cannot gain or spend your Prescience points if this operative is incapacitated.

PREMONITIONAP

PSYCHIC. Spend 1 of your Prescience points to gain 1CP.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, PSYKER, LEADER, VISIONARY
⌀32mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Scoped bolt pistol (short range)
Scoped bolt pistol (short range)
4
3+
3/4
Range 8", Lethal 5+Range 8", Lethal 5+
Scoped bolt pistol (long range)
Scoped bolt pistol (long range)
4
3+
3/4
-
Terrorchem vial
Terrorchem vial
5
3+
2/0
Range 6", Blast 2", Devastating 3, Limited 1, Saturate, Terrorchem*Range 6", Blast 2", Devastating 3, Limited 1, Saturate, Terrorchem*
Tainted blade
Tainted blade
5
3+
3/5
Terrorchem*Terrorchem*
*Terrorchem: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Terrorchem tokens (if it doesn’t already have one).
Terrorchem Poison: Whenever an operative that has one of your Terrorchem tokens is activated, inflict D3 damage on it.

POISON OBJECTIVE1AP

Select one objective marker this operative controls to gain one of your Terrorchem tokens. It cannot be an objective marker within control range of an enemy operative, or one that already has one of your Terrorchem tokens. The first time that objective marker is within control range of an enemy operative that doesn’t have one of your Terrorchem tokens, that operative gains that Terrorchem token, then inflict 2D3 damage on it (if it’s during an action, at the end of that action).

This operative cannot perform this action while within control range of an enemy operative.
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, FEARMONGER
⌀32mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Meltagun
Meltagun
4
3+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Plasma gun (standard)
Plasma gun (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Fists
Fists
4
3+
3/4
-
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, GUNNER
⌀32mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Heavy bolter (focused)
Heavy bolter (focused)
5
3+
4/5
Heavy (Reposition only), Piercing Crits 1Heavy (Reposition only), Piercing Crits 1
Heavy bolter (sweeping)
Heavy bolter (sweeping)
4
3+
4/5
Heavy (Reposition only), Piercing Crits 1, Torrent 1"Heavy (Reposition only), Piercing Crits 1, Torrent 1"
Missile launcher (frag)
Missile launcher (frag)
4
3+
3/5
Blast 2", Heavy (Reposition only)Blast 2", Heavy (Reposition only)
Missile launcher (krak)
Missile launcher (krak)
4
3+
5/7
Heavy (Reposition only), Piercing 1Heavy (Reposition only), Piercing 1
Fists
Fists
4
3+
3/4
-
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
⌀32mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Lightning claws
Lightning claws
5
3+
4/5
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Screecher: Whenever an enemy operative within 3" of this operative is shooting, fighting or retaliating, your opponent cannot re-roll their attack dice.
Appetite for Cruelty: Whenever this operative is fighting against a wounded enemy operative, this operative’s lightning claws have the Lethal 4+ weapon rule.
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, SCREECHER
⌀32mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Nostraman chainglaive
Nostraman chainglaive
5
3+
4/6
RendingRending
Flay Them Alive: Once per turning point, when this operative incapacitates an enemy operative within its control range, you can select one other enemy operative visible to and within 6" of either this operative or the incapacitated enemy operative. Until the start of the next turning point, that other enemy operative cannot control markers or perform the Pick Up Marker or mission actions.
Tyrant of the Skinning Pits: Whenever this operative is fighting or retaliating, Normal and Critical Dmg of 3 or more inflicts 1 less damage on it.
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, SKINTHIEF
⌀32mm


Night Lord Ventrilokar

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

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Chainsword
Chainsword
5
3+
4/5
-
Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

DISCONCERTING MIMICRY1AP

PSYCHIC. Select one enemy operative within 6" of this operative, then select one of the following for that enemy operative (you can only select each option once per battle):
  • Until the end of its next activation, subtract 1 from its APL stat.
  • 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 control range of an enemy operative.
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, PSYKER, VENTRILOKAR
⌀32mm


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.

APL
3
MOVE
6"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Boltgun
Boltgun
4
3+
3/4
-
Chainsword
Chainsword
5
3+
4/5
-
Fists
Fists
4
3+
3/4
-
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, WARRIOR
⌀32mm

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
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.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Engage: The operative can perform actions as normal and can counteract.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Relentless
You can re-roll any of your attack dice.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Marker/Token Guide
Portent token

Terrorchem token

Flay Them Alive token

Disconcerting Mimicry token

Poison Objective token

Grisly Trophy token

Prescience points
(Values 1 & 2)
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Brutal
Your opponent can only block with critical successes.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

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

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

Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Saturate
The defender cannot retain cover saves.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

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