Each NEMESIS operative needs two blank datacards to record its rules. Download and print the blank datacards below, then begin creating your NEMESIS operative by completing the following steps.
Blank Nemesis datacards:
Example datacards: Armoured Sentinel ‘Armourbane’
1. Allegiance
Select one of the following allegiance keywords and add it to the operative’s datacard: AELDARI, CHAOS, IMPERIUM, LEAGUES OF VOTANN, NECRON, ORK, T’AU EMPIRE, TYRANID. Other operatives that don’t share that keyword cannot be used in the same kill team as it. Each NEMESIS operative has an allegiance trait determined by its allegiance keyword (see step 5).
2. Size
Select the NEMESIS operative’s size: this determines many of its starting stats and how many weapons it can have. The bigger the operative’s size, the more powerful it is, so less operatives will be used alongside it (as explained in the Joint Ops and Nemesis Ops mission packs). In the examples section, we have specified the size of some suitable Citadel miniatures, but if your miniature isn’t present or you are customising one, simply use the size that feels most appropriate.
The bigger the operative’s size, the bigger its base usually is. Unless the killzone map is designed for them, larger bases (in particular 100mm or more) can be awkward as there may be locations where the operative cannot be placed. Therefore, use your discretion when selecting the operative’s size and/or setting up the killzone for your battles. For example, close quarters killzones (e.g. Killzone: Tomb World) aren’t recommended for large NEMESIS operatives.
SIZE
CONTROL*
MOVE
SAVE
WOUNDS
WEAPONS
Small (S)
4
6"
4+
35
2
Medium (M)
5
6"
4+
50
2
Large (L)
6
6"
4+
75
3
*Control is a new stat for NEMESIS operatives that’s used for the APL stat in all instances except spending action points. For example, use it for determining control of markers, and for rules that compare a dice result to the operative’s APL stat.
NEMESIS operatives can activate twice per turning point, but activation restrictions and action point limits vary depending on if it’s an NPO or player operative. This is detailed in the mission pack you are playing.
3. Behaviour (NPO Only)
If the operative is a player operative, you can choose its order and actions (other than those mentioned at the end of this section, it cannot perform mission actions or unique actions from equipment). However, if it’s an NPO (non-player operative), you must select its behaviour, which specifies its order and actions during the battle. In the examples section, we have specified the behaviour of some suitable Citadel miniatures, but again you’re free to use the one that feels most appropriate.
BRAWLER
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it’s a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fight.
Charge the closest player operative via the shortest possible route.
Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
Dash towards the closest player operative, to cover if possible.
MARKSMAN
This NPO will move to an ideal position to shoot the enemy. When activated, if it’s a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
FallBack. If possible, to a location where there’s a validtarget that isn’t obscured, if not, to a location that’s appropriate for the NPOs to better win the mission.
Shoot.
Reposition. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
Dash. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate for the NPOs to better win the mission.
BATTLER
This NPO will move towards the enemy to fight them, but will seek cover on its way, and will shoot if the need arises. When activated, if it’s a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fight.
Charge the closest player operative via the shortest possible route.
Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
Shoot.
Dash towards the closest player operative, to cover if possible.
GUARDIAN
This NPO will shoot the enemy as a priority, but will fight if the need arises. When activated, if it’s a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fight.
Shoot.
Charge the closest player operative that’s within 4" of it via the shortest possible route.
Reposition. If possible, to a location where there’s a validtarget that isn’t obscured, if not, to a location that’s appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
Dash. If possible, to a location where there’s a valid target that isn’t obscured, if not, to a location that’s appropriate for the NPOs to better win the mission.
NEMESIS operatives can perform the OperateHatch and Breach mission actions, and NEMESIS NPOs will do so where necessary to fulfil their behaviour. However, close quarters killzones (e.g. Killzone: Tomb World) aren’t recommended for large NEMESIS operatives.
4. Weapons
Select a number of weapons for the operative up to the quantity permitted by its size. Weapons with the Selection x weapon rule count as x selections instead (e.g. a weapon with Selection 2 counts as two of your permitted selections). Any selections you don’t use grant you an extra nemesis trait selection in the Traits step. We have provided a list of common weapons and their potential alternatives in this section, but if a weapon you have in mind isn’t present, simply use the one that feels most appropriate – even if they belonged to different allegiances, many weapons would share common stats and rules.
You cannot select weapons that aren’t representative of weapons the operative has (e.g. if a model has a meltagun it cannot be a heavy bolter), and if it’s been modelled with more weapons than the quantity permitted, ignore the less significant ones. The operative cannot use weapons that aren’t selected for its datacard (e.g. it cannot use grenades from universal equipment).
RANGED WEAPONS
NAME
ATK
HIT
DMG
WR
ALTERNATIVES
Autocannon
5
3+
5/6
-
Deathspitter, missile pod
Burst cannon
5
3+
3/4
Ceaseless, Torrent1"
Scatter laser, devourer
Cyclic ion raker
5
3+
4/5
Heavy (Reposition only), Piercing1, Selection 2, Torrent2"
-
Flamestorm cannon
6
2+
3/3
Range8", Heavy (Reposition only), Selection 2, Torrent2"
Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.
-
Power fist
4
3+
6/8
Brutal, Shock
Crushing claw
Power scourge
6
3+
3/5
Lethal5+
Lasher tendrils
Power talon
4
3+
5/6
Lethal5+, Rending
-
Power weapon
4
3+
5/7
Lethal5+
Ghostglaive
Scything talons
5
3+
4/6
Ceaseless
Macro-scalpels
Thunder hammer
4
3+
6/8
Shock, Stun
-
5. Traits
Alongside weapons, traits differentiate your NEMESIS operative from others. First, your NEMESIS operative has one allegiance trait determined by its selected allegiance keyword. These rules can be found on the relevant allegiance card:
AELDARI: Arrogant Superiority CHAOS: Let the Galaxy Burn IMPERIUM: Defenders of the Imperium LEAGUES OF VOTANN: Acquisition at All Costs NECRON: Living Metal ORK: Waaagh! T’AU EMPIRE: Supporting Fire TYRANID: Will of the Hive Mind
You then select one nemesis trait for your NEMESIS operative (see table below). This is best selected to capture the narrative of the operative (making it more aggressive, tough, accurate, etc.). Each weapon selection you didn’t use in the Weapons step grants you an extra nemesis trait selection, but you cannot select a nemesis trait the operative already has.
Note that these rules are written from the perspective of the NEMESIS operative being friendly. If it’s being created as an enemy operative (e.g. an NPO), the rule should be used from the perspective of the NPOs, as determined by the threat principle.
ALLEGIANCE TRAIT
AELDARI
Arrogant Superiority
Whenever this operative is shooting against or fighting against a ready enemy operative, if two or more fails are rolled for it, one of them can be discarded to re-roll another.
CHAOS
Let the Galaxy Burn
Whenever this operative is wholly within enemy territory, its weapons have the Balanced weapon rule.
IMPERIUM
Defenders of the Imperium
Whenever an operative is shooting this operative, if this operative is wholly within your territory, one of its defence dice can be retained as a normal success without rolling it (in addition to a cover save, if any).
LEAGUES OF VOTANN
Acquisition at All Costs
Whenever this operative is shooting against or fighting against an enemy operative that contests an objective marker, or and area of the killzone that determines victor (e.g. flanks), this operative’s weapons have the Balanced weapon rule.
Whenever this operative is fighting, its weapons have the Balanced weapon rule. Worsen the Hit stat of this operative’s ranged weapons by 1, but its melee weapons have the Severe weapon rule.
T’AU EMPIRE
Supporting Fire
Whenever this operative is within 3" of another friendly T’AU EMPIRE operative, this operative’s ranged weapons have the Accurate1 weapon rule.
TYRANID
Will of the Hive Mind
Ignore changes to this operative’s stats from being injured (including its weapons’ stats).
NEMESIS TRAIT
Armoured
Whenever an operative is shooting this operative with a weapon that has a Normal Dmg stat of 3 or less, improve this operative’s Save stat by 1.
Blitz
Whenever this operative performs the Charge action during its activation, its melee weapons have the Severe and Shock weapon rules until the end of that activation.
Duellist
Whenever this operative is fighting or retaliating, you can resolve one of its successes before the normal order. If you do, that success must be used to block.
Focused Targeting
Whenever this operative is shooting during its activation, if it hasn’t performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.
Close-range Lethality
Whenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule; if the weapon already has that weapon rule, it also has the Severe weapon rule.
Fury
This operative’s melee weapons have the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Worsen the Hit stat of this operative’s ranged weapons by 1.
Implacable
Ignore any changes to this operative’s weapon stats from being injured.
Crushing Impact
When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its controlrange.
Shielded
Once per battle, when an attack dice inflicts damage on this operative, you can ignore that inflicted damage.
Shrouded
Whenever an operative is shooting this operative from more than 8" away, attack dice cannot be re-rolled.
Tenacious
Ignore any changes to this operative’s Move stat from being injured.
Tough
Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
Violent Demise
If this operative is incapacitated, before it’s removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).
6. Name Operative
Finally, choose a name for your operative, which is the name of the miniature it is or represents. You can also designate it a suitable moniker, tag or call sign, to evoke its background or (in)famous deeds.
7. Core Rules
NEMESIS operatives are very different to normal operatives, therefore they have some important core rules to reflect this that can be found in this section. Note that when a NEMESIS is a player operative, it doesn’t gain a faction keyword. For example, it cannot be selected for your kill team’s faction rules that specify an operative with that faction keyword.
EXTRA DEFENCE
Whenever an operative is shooting this operative, collect and roll one additional defence dice, unless this operative is injured.
BULKY
This operative cannot be placed on Vantage terrain higher than 2" from the killzonefloor.
Whenever this operative would perform the Fight action, the distance requirements of its controlrange can be changed to 1" horizontally and 4" vertically until the end of that action.
This operative can move through other operatives (excluding NEMESIS operatives).
Ignore all changes to this operative’s APL and if it’s a player operative, APL changes don’t affect the 5AP you can spend per turning point.
TOWERING SIZE
In the Firefight phase, whenever you determine this operative’s order, you cannot select Conceal.
This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that’s not wholly intervening.
Whenever another operative is performing the Shoot action, being within controlrange of other operatives doesn’t prevent this operative from being selected as a validtarget. In other words, this operative can be shot while within control range of friendly operatives.
This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall.
Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it’s an equipment terrain feature, remove it from the battle instead.
Size: Medium, determining many of its starting stats and how many weapons it can have.
Behaviour:Marksman, meaning it will forgo Fight actions in favour of FallBack and Shoot actions.
Weapons: Two weapon selections are permitted by its size. It’s modelled with a plasma cannon for its first selection, then its mechanical feet are chosen as a simple close combat weapon. As the melee weapon is Selection 0, it hasn’t used both of its weapon selection, which grants it an extra nemesis trait selection in the following step.
Traits: As its allegiance is IMPERIUM, its allegiance trait is Defenders of the Imperium. Its first nemesis trait is Armoured, due to its armoured construction. The Focused Targeting rule is selected as its extra nemesis trait due to its targeting systems, such as the searchlight, and its propensity to lay down fire from an optimal position.
Name: It’s given a name representative of the miniature and its notoriety among the elite of its regiment.
Size: Small, determining many of its starting stats and how many weapons it can have.
Behaviour:Marksman, meaning it will forgo Fight actions in favour of FallBack and Shoot actions.
Weapons: Two weapon selections are permitted by its size. It’s given a meltagun to represent its fusion blaster, and its fists are chosen as a simple close combat weapon. This melee weapon is Selection 0, so it still has a second weapon option available. As it’s modelled with two fusion blasters, its second weapon selection is the twinned weapon, giving its meltagun the Ceaseless weapon rule.
Traits: As its allegiance is T’AU EMPIRE, its allegiance trait is Supporting Fire. Its nemesis trait is Shielded, representing advanced countermeasure technologies built into the battlesuit.
Name: It’s given a name representative of the miniature, identifying the battlesuit’s pilot as a veteran warrior of the Fire caste.
Allegiance:TYRANID as it will be fighting alongside a RAVENER kill team.
Size: Large, determining many of its starting stats and how many weapons it can have.
Behaviour:Battler, meaning it will Fight and Charge whenever possible, but Shoot otherwise.
Weapons: Three weapon selections are permitted by its size. It’s given a plasma cannon to represent its bio-plasmic scream, and scything talons are chosen as its melee weapon. Its third weapon selection is the paired weapon, adding 1 to the Atk stat of its scything talons.
Traits: As its allegiance is TYRANID, its allegiance trait is Will of the Hive Mind. Its nemesis trait is Fury, appropriate due to its preference for violent melee combat.
Name: It’s given a name representative of the miniature and its nightmarish reputation among those operatives who have encountered it.
Blast2", Heavy (Reposition only), Hot, Lethal5+, Piercing1
Paired scything talons
6
3+
4/6
Relentless
Redemptor Dreadnought
Allegiance:IMPERIUM as it will be fighting alongside an ANGELS OF DEATH kill team.
Size: Large, determining many of its starting stats and how many weapons it can have.
Behaviour:Guardian, meaning it will Fight when required, but will prioritise the Shoot action whenever possible.
Weapons: Three weapon selections are permitted by its size. It’s modelled with a heavy onslaught gatling cannon (which counts as two selections) and a power fist.
Traits: As its allegiance is IMPERIUM, its allegiance trait is Defenders of the Imperium. Its nemesis trait is Implacable, fitting for an elite veteran of warfare.
Name: It’s given a name representative of the miniature and its history with the chapter.
This section contains four new mission packs that feature nemesis operatives for head-to-head, cooperative and solo games of Warhammer 40,000: Kill Team. This includes rules and missions for two infamous nemesis operatives: the Ambull and the Archivist.
This is a new way to play Kill Team that involves your operatives fighting with and/or against a formidable nemesis, from mighty war machines to hulking monsters.
Mission Packs
First you must decide on your mission pack, determined by the type of game you want to play:
Joint Ops is for solo/cooperative games with and/or against a NEMESIS operative.
Nemesis Ops is for head-to-head games where both players use a NEMESIS operative.
The Ambull and the Archivist mission packs are specifically designed for those NEMESIS operatives. Both mission packs contain a Joint Ops and Adversary Ops mission. Adversary ops is for head-to-head games, but the NEMESIS operatives are a third party that can attack either player.
With some house rules, you can use NEMESIS operatives in other mission packs (e.g. Approved Ops). NEMESIS operatives may need to be restricted from certain mission rules, so read through the mission first and do whatever feels right.
Each mission pack has a game sequence detailing how to set up and play the battle. The Joint Ops and Nemesis Ops mission packs each have an optional campaign to link your games together - the outcome of each game affects which mission you play next.
Create a Nemesis
When selecting operatives before the battle, you must also decide on the NEMESIS operative(s) to be used. The Nemesis Custom Builder section explains in detail how to create your own NEMESIS operative, in which you customise the operative’s rules as appropriate to fit a miniature of your choice. The Nemesis Operative Examples section gives some examples of pre-created NEMESIS operatives you can use instead of creating your own, or as a guide.
Joint Ops Mission Pack
This is a player vs environment (PvE) mission pack for cooperative or solo gameplay using Killzone: Volkus. It involves a player or players battling together against a collection of NPOs (non-player operatives) with one or both sides using a NEMESIS operative. If playing cooperatively, you are still one ‘player’. This means you don’t double your CP, equipment selections, etc.; you must manage them between you.
If you wish, one player can be the game master. They’ll manage the NPOs - move them, roll dice for them, etc. - while one or more other players control a kill team. The game master will still control the NPOs as the rules in this mission pack specify, they just take the pressure and decision-making away from the player(s) so they can focus on their own operatives and having fun!
Joint Ops Missions
The Joint Ops Missions section contains four missions. For a one-off game, you can randomly determine a mission, or select the one that interests you most. Alternatively, you can link the games together in a campaign. Begin with mission 01: Erosion of Power, then all subsequent missions are determined by the outcome of the previous one, as shown in the Campaign Progress Chart below. This diagram is just to give you an overview of the possible outcomes, so you don’t need to learn it all now - each mission will explain what to do next.
Joint Ops Kill Team Selection
The player(s) select one kill team. If the player(s) are using a NEMESIS operative, create it using the Nemesis Custom Builder, being mindful of its allegiance keyword and size; it must have the same allegiance keyword as your selected kill team (e.g. IMPERIUM, CHAOS, etc.). When selecting operatives, if the player(s) are using a NEMESIS operative, select a reduced number to accompany that operative as shown in the table below. The row you use is determined by the kill team’s normal starting number of operatives (i.e. excluding the NEMESIS operative), and the column you use is your NEMESIS operative’s size. If operatives count as a different number of selections (e.g. BROOD BROTHER MAGUS counting as two, or two PSYCHIC FAMILIAR operatives still counting as one), this also applies to this table.
For example, when using a small NEMESIS operative, if the rest of the kill team is usually 10 operatives, 7 other operatives could be taken alongside that NEMESIS operative. These 7 must still fulfil the normal operative requirements for that team (e.g. weapon and operative limits), but the player(s) can select which three aren’t included (e.g. they could leave out a LEADER operative that’s usually required). Once you’ve selected your kill team and its operatives, if you are playing cooperatively, split the operatives between you.
NEMESIS SIZE
SMALL
MEDIUM
LARGE
KILL TEAM’S NORMAL NUMBER OF OPERATIVES
5
4
3
2
6
4
3
2
7
5
4
2
8
5
4
3
9
6
5
3
10
7
5
3
11
7
6
4
12
8
6
4
13
9
7
4
14
9
7
5
NPOs & Points Stats
Your kill team will fight against procedurally operated non-player operatives (known as NPOs). All NPOs, including a NEMESIS NPO if relevant, must have the same allegiance keyword. If the NPOs are using a NEMESIS operative, create it using the Nemesis Custom Builder, being mindful of its allegiance keyword and size. The other NPOs your kill team will fight against are more standard soldiers. As such, you don’t select a kill team or equipment for them. Instead, use the appropriate datacards for miniatures in your collection, found in the Nemesis Operatives card pack.
Each NPO (excluding NEMESIS) has a Points stat on their datacard that’s used to determine how many NPOs are set up at the start of the battle. This amount depends on the NEMESIS NPO in the battle (if any), as specified in the Nemesis NPO Size table of each mission. For example, in mission 1, if the NPOs have a medium NEMESIS NPO, up to 8 points of NPOs must be set up before the battle.
Any unused points are saved in the NPO Reinforcements pool. NPO STRATEGIC GAMBITS and NPO activation cards (see below) will also add points to the NPO Reinforcements pool, then require you to set up NPOs using those points (remove points from the pool for operatives set up).
Strategy Phase
When rolling off to decide who has initiative, roll one dice for the NPOs and one dice for the player(s). If the NPOs win the roll-off, they’ll always choose to have initiative. NPOs don’t gain any CP, but do use STRATEGIC GAMBITS (as specified by the mission). NPOs will always pass after all their required STRATEGIC GAMBITS have been used.
NPO Behaviour
Each NPO’s datacard has a behaviour that determines what they do, detailed on behaviour cards and repeated in Behaviour (NPO Only). Each behaviour will specify what order they have when activated. Whenever an NPO would perform an action, perform the first action it can do from its behaviour. If it cannot do any, it’s expended.
NPO Activation Cards
This mission pack uses a deck of cards numbered 1-13 to determine NPO activation. Whenever it’s the NPOs’ turn to activate, draw a card from the deck and consult the NPO Activation Cards table on each mission to determine how to resolve it. Once you’ve resolved it, discard that card. If you draw a card but cannot activate the operative the table specifies, skip that NPO activation and alternate back to the player(s).
NPOs cannot counteract in this mission pack, but whenever it’s the NPOs’ turn to activate, still draw a card from the deck (even if all NPOs are expended). This is because the activation card may have other rules effects, such as setting up reinforcements.
The NPO activation deck remains secret and cards are only revealed when drawn. However, player(s) can inspect the discard pile at any time to inform them of activation cards that remain in the deck. In the Ready step of each Strategy phase, and whenever you would draw a card from the deck but it’s empty, shuffle all NPO activation cards (including discarded ones) together to recreate the deck.
A deck of NPO activation cards are provided with this publication, but if you don’t have them, you can use those provided in Kill Team: Terror on Devlan, or substitute them with standard playing cards. Simply take all the cards from one suit and treat the following cards as numbers: Ace is 1, Jack is 11, Queen is 12 and King is 13.
Joint Ops Nemesis Activation
NEMESIS NPOs can be activated twice per turning point as a result of the NPO activation cards. Player(s) activate their friendly NEMESIS operative (if any) twice per turning point, but they cannot activate it a second time until all other friendly operatives are expended. Nemesis player operatives cannot move more than 12" per turning point and the player(s) cannot spend more than 5AP for it in total per turning point.
Threat Principle
When making decisions for NPOs, use the threat principle: go with the option that’s worst for you. This can determine which ready NPO activates (if there are multiple options from the activation card), how an NPO moves, shoots and fights, how to resolve their dice, etc. There are a few examples below (containing decisions in order of priority) that you can use as a guide, but if one option feels worse for you - in particular to stop you winning the mission - go with that. If you still cannot decide, randomly choose one.
Activation Priority
An NPO activation card requires a non-NEMESIS NPO to be activated, but multiple are ready, so the player(s) activate the NPO that:
Can perform the Shoot or Fight action (as determined by its behaviour), and is the most threatening to do so (e.g. is more likely to incapacitate a player operative, is more likely to prevent the player(s) winning, etc.).
If you want to increase or decrease the difficulty of the missions, here are a few methods:
Change the number of NPOs being set up. Start with one more (or less) points worth of NPOs, and whenever you add points to the NPO Reinforcements pool, add one more (or less).
If you find a particular type of NPO more (or less) challenging, use a different type instead. For example, if NPOs have the IMPERIUM keyword and INTERCESSOR NPOs are proving difficult, use BATTLE SISTER and CADIAN SHOCK TROOPER NPOs instead.
When drawing NPO activation cards, draw two and select the result that’s worse for you (or better).
Set up the killzone and objective markers as specified by the mission map. The mission maps use Killzone: Volkus, but you can use a different killzone and set up terrain features similarly to what’s specified. Drop zones are assigned to the player(s) and NPOs as specified by the mission map.
2. Select Operatives
Create a NEMESIS operative for each side that’s using one, following the Nemesis Custom Builder. Remember, the allegiance keyword selected must be the same for all operatives on that side (e.g. IMPERIUM, CHAOS, etc.). The player(s) select their operatives for the battle, adhering to the selection requirements in their kill team’s rules. Note that if they’re using a NEMESIS operative, its size limits the number they can select.
The player(s) select which NPO datacards they’ll be using. Remember, all NPOs must have the same allegiance keyword, matching the NEMESIS operative’s if they’re using one. The player(s) select up to four equipment options (four in total, not four per player). Each option cannot be selected more than once. Don’t select equipment for NPOs.
The player(s) gain 2CP (two in total, not two per player). NPOs don’t gain any CP.
3. Set Up Operatives
The player(s) set up all their equipment that’s set up before the battle (ladders, etc.).
The mission will specify how many points of NPOs to set up, and where. If any are set up before the battle, set them up now with a Conceal order.
The player(s) then set up their operatives. Each operative must be set up wholly within their drop zone and must be given a Conceal order.
If a NEMESIS operative is too large to be set up wholly within its drop zone, set it up with its base touching its killzone edge instead.
4. Play The Battle
In the first turning point, the player(s) have initiative.
5. End The Battle
The battle ends when the mission specifies.
The mission’s victory condition will specify how to determine whether it’s a win or a loss (major or minor if relevant) for the player(s). This then determines the next mission, as explained in the mission’s campaign progress chart.
Joint Ops Mission 01
Erosion of Power
Mission commanders have demanded a daring strike against the enemy’s supplies, with the intention of choking off their capacity to coordinate reinforcements. The target nexus sites, however - whether of communications, energy or materiel - are sure to be guarded by the foe’s most potent assets.
MISSION RULES
NPOs: Set up the NEMESIS NPO (if any) wholly within the NPO drop zone, then set up the remaining NPOs using the table below wholly within NPO territory. As an NPO STRATEGIC GAMBIT in each turning point after the first, add D3 points to the NPO Reinforcements pool, then set up NPO reinforcements from that pool. Each reinforcement must be set up ready with a Conceal order with its base touching the NPO killzone edge.
NEMESIS NPO SIZE
STARTING NPO POINTS
NONE
15
SMALL (S)
11
MEDIUM (M)
8
LARGE (L)
5
MISSION ACTION
Player operatives (excluding NEMESIS) can perform the following mission action:
SABOTAGE NEXUS1AP
One objective marker the active operative controls is sabotaged until the end of the turning point. If this is the third time this action has been performed during this turning point, you gain 1 Sabotage point. Whenever an NPO activation card is drawn, you can spend 1 of your Sabotage points to discard that card without resolving its effects and skip that NPO activation.
An operative cannot perform this action during the first turning point, while within controlrange of an enemy operative, or if that objective marker has already been sabotaged during this turning point.
Add 1 point to the NPO Reinforcements pool. If you have enough points in the pool, set up any reinforcements. Each reinforcement must be set up ready with a Conceal order with its base touching the NPO killzone edge.
11–13
Activate one NEMESIS NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
Erosion of Power activation deck · 1–13
13 / 13 cards remaining
Discard pile (0)
No cards drawn.
Draw without replacement. Use New turning point in the Ready step; an empty deck reshuffles before the next draw. Progress is saved for this tab.
VICTORY
At the end of the fourth turning point, the battle ends.
Whenever a player operative performs the SabotageNexus mission action, you score 1VP.
The result is determined by the total VP scored during the battle.
A pocket of the enemy is massing and full-scale encirclement cannot be deployed in time. Your operatives are called upon to strike in a bold, multipronged assault to utterly disrupt the foe’s escape route and seize ground for further offensives.
MISSION RULES
NPOs: Set up the NEMESIS NPO (if any) wholly within the NPO drop zone, then set up the remaining NPOs using the table below wholly within NPO territory. As an NPO STRATEGIC GAMBIT in each turning point after the first, add D3 points to the NPO Reinforcements pool, then set up NPO reinforcements from that pool. Each reinforcement must be set up ready with a Conceal order with its base touching the NPO killzone edge.
NEMESIS NPO SIZE
STARTING NPO POINTS
NONE
14
SMALL (S)
10
MEDIUM (M)
8
LARGE (L)
5
Reserve: When the player(s) are setting up their operatives before the battle, half must be set up as normal. The remaining half must be set up outflanking: place them to one side instead of in the killzone. Whenever an outflanking operative is activated during the first turning point, immediately expend it.
Outflank: As a STRATEGIC GAMBIT in the second turning point, the player(s) select a neutral killzone edge to also be the outflank edge. Remove the objective marker nearest to that killzone edge that’s within player territory from the killzone. Then, whenever an outflanking operative is activated, set that operative up with an order of your choice wholly within player territory with its base touching the outflank edge (it’s no longer outflanking). Then, continue its activation as normal.
If player operatives control 1 or more objective markers, remove 1 point from the NPO Reinforcements pool (if any). If player operatives don’t control any objective markers, add 1 point to the NPO Reinforcements pool (note that you don’t set up any reinforcements yet). In either case, after you have done so, activate one non-NEMESIS NPO.
10
Add 1 point to the NPO Reinforcements pool. If you have enough points in the pool, set up any reinforcements. Each reinforcement must be set up ready with a Conceal order with its base touching the NPO killzone edge.
11–13
Activate one NEMESIS NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
Outmanoeuvre activation deck · 1–13
13 / 13 cards remaining
Discard pile (0)
No cards drawn.
Draw without replacement. Use New turning point in the Ready step; an empty deck reshuffles before the next draw. Progress is saved for this tab.
VICTORY
At the end of any turning point after the third, the player(s) can choose to end the battle.
The result is determined by the number of objective markers contested/controlled by player operatives at the end of the battle.
In the wake of their primary mission, your operatives’ planned extraction is compromised as vengeful enemy forces converge on their position. A signals array provides the nearest location from which the kill team’s allies can be contacted to coordinate a new exit strategy, but the circling foe know this too.
MISSION RULES
NPOs: Set up the NEMESIS NPO (if any) with its base touching the NPO killzone edge, then set up the remaining NPOs using the table below wholly within NPO territory. As an NPO STRATEGIC GAMBIT in each turning point after the first, add 1 point to the NPO Reinforcements pool, or D3 points if a player operative has performed the CoordinateExtraction mission action (see below), then set up NPO reinforcements from that pool. Each reinforcement must be set up ready with a Conceal order with its base touching the NPO killzone edge.
NEMESIS NPO SIZE
STARTING NPO POINTS
NONE
13
SMALL (S)
9
MEDIUM (M)
7
LARGE (L)
5
Ambush Advantage: Whenever an NPO is shooting or fighting during the same turning point in which it was set up, its weapons have the Accurate 1 weapon rule.
MISSION ACTION
Player operatives (excluding NEMESIS) can perform the following mission action:
COORDINATE EXTRACTION1AP
Randomly determine one killzone edge (excluding the players’) to be the escape edge.
An operative cannot perform this action during the first turning point, while within controlrange of an enemy operative, if it doesn’t control the objective marker, or if this action has already been performed during the battle.
Escape: Once the escape edge has been determined, player operatives can move over that edge while wholly within NPO territory; if any part of their base does, they’re removed from the killzone and have escaped.
Add 1 point to the NPO Reinforcements pool, or 2 points if a player operative has performed the CoordinateExtractionmission action. If you have enough points in the pool, set up any reinforcements. Each reinforcement must be set up ready with a Conceal order with its base touching the NPO killzone edge.
10–11
Activate one NEMESIS NPO. During that activation it has an APL of 2. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
12–13
Activate one NEMESIS NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
Ambush activation deck · 1–13
13 / 13 cards remaining
Discard pile (0)
No cards drawn.
Draw without replacement. Use New turning point in the Ready step; an empty deck reshuffles before the next draw. Progress is saved for this tab.
VICTORY
When every player operative is either incapacitated or has escaped, the battle ends.
The result is determined by the number of player operatives that have escaped at the end of the battle.
ESCAPED
RESULT
NEXT MISSION
Three quarters or more of the player operatives escaped.
A fortified position is under threat. The aggressors have deployed two powerful weapons that can bring the defences down, but they must be ushered into the ideal position and protected as they are conveyed on these routes. The strongpoint’s defenders, however, will not allow them to do so unopposed.
MISSION RULES
NPOs: Set up the NEMESIS NPO (if any) wholly within their assigned drop zone, then set up the remaining NPOs using the table below as specified by the Offence/Defence rule. As an NPO STRATEGIC GAMBIT in each turning point after the first, add D3 points to the NPO Reinforcements pool, then set up NPO reinforcements from that pool. Each reinforcement must be set up ready with a Conceal order wholly within the Offence drop zone if the NPOs have the role of Offence, or wholly within the Base area and with the Defence killzone edge within its controlrange if the NPOs have the role of Defence.
NEMESIS NPO SIZE
STARTING NPO POINTS
NONE
13
SMALL (S)
9
MEDIUM (M)
7
LARGE (L)
5
Offence/Defence: The player(s) take the role of Offence or Defence. This is determined by the previous mission, unless it’s a one-off game, in which case they choose or randomise. NPOs take the other role. When setting up Defence operatives before the battle, they must be set up wholly within the Defence drop zone. When setting up Offence operatives before the battle, any can be set up in reserve: place them to one side instead of in the killzone. In the Firefight phase, Offence operatives set up in reserve are activated as normal. Whenever one is activated, set it up with an order of your choice wholly within the Offence drop zone (it’s no longer in reserve). Then, continue its activation as normal.
Safeguard Munition Routes: There are two objective markers and they each start at a location marked 1 on the mission map. At the end of each turning point, if the Offence controls an objective marker, they can move that marker to the next location (i.e. from 1 to 2 or 2 to 3). If the Defence controls an objective marker, they can move that objective marker to the previous location (i.e. from 3 to 2 or 2 to 1).
Threat Principle: Whenever an NPO is performing an action in which it moves, contesting an objective marker that NPOs don’t control is a high priority (if possible) for the purposes of the threat principle.
Add 1 point to the NPO Reinforcements pool. If you have enough points in the pool, set up any reinforcements. Each reinforcement must be set up ready with a Conceal order as described in the NPOs mission rule, depending on which role the NPOs have.
10–11
Activate one NEMESIS NPO. During that activation it has an APL of 2. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
12–13
Activate one NEMESIS NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point. If that NPO has already activated twice this turning point, add 1 point to the NPO Reinforcements pool.
Strongpoint Assault activation deck · 1–13
13 / 13 cards remaining
Discard pile (0)
No cards drawn.
Draw without replacement. Use New turning point in the Ready step; an empty deck reshuffles before the next draw. Progress is saved for this tab.
VICTORY
At the end of the fifth turning point, the battle ends. Consult this table to determine the outcome for both roles.
This is a player vs player (PvP) mission pack for head-to-head gameplay, where both players are using a NEMESIS operative. Players pit these mighty adversaries against one another alongside the supporting operatives from their kill teams. This mission pack also has a strategic element, allowing you to influence the mission for each game.
Nemesis Ops Missions
The Nemesis Ops Missions section contains four missions. Before the first game, each player puts a Strategy card face down, or puts a number of dice in their hand that corresponds to their selected strategy’s number. They then reveal their selections simultaneously. The mission is determined by the strategies selected, as shown in the chart below. The missions and their maps use the terms Advancing player, Holding player and Manoeuvring player, relating to the players who chose those strategies.
If the Advance (1) and Hold (2) strategies were selected, play mission 04: Fracture Defences.
If the Hold (2) and Manoeuvre (3) strategies were selected, play mission 02: Flanking Strike.
If the Manoeuvre (3) and Advance (1) strategies were selected, play mission 03: Counterassault.
If the same strategies were selected, play mission 01: Territorial Gains.
You can link the games together in a campaign. If you do, for each subsequent game, repeat the above process for determining the mission. If a player lost the previous game, they must select and reveal their strategy first. The winner of the previous game can then use this information to select their strategy, however, they cannot select a strategy that would repeat the previous mission. The winner of the campaign is the first player to win three games.
Nemesis Ops Kill Team Selection
Each player selects one kill team. Each player must also create a NEMESIS operative using the Nemesis Custom Builder; be mindful of its size, and it must have the same allegiance keyword as your kill team (e.g. IMPERIUM, CHAOS, etc.). When selecting operatives for their kill team, each player must select a reduced number to accompany their NEMESIS operative, as shown in the table below. The row each player uses is determined by their kill team’s normal starting number of operatives (i.e. excluding the NEMESIS operative), and the column they use is their NEMESIS operative’s size. If operatives count as a different number of selections (e.g. BROOD BROTHER MAGUS counting as two, or two PSYCHIC FAMILIAR operatives still counting as one), this also applies to this table.
For example, when using a small NEMESIS operative, if the rest of the kill team is usually 10 operatives, 7 other operatives could be taken alongside that NEMESIS operative. These 7 must still fulfil the normal operative requirements for that team (e.g. weapon and operative limits), but the player can select which three aren’t included (e.g. they could leave out a LEADER operative that’s usually required).
NEMESIS SIZE
SMALL
MEDIUM
LARGE
KILL TEAM’S NORMAL NUMBER OF OPERATIVES
5
4
3
2
6
4
3
2
7
5
4
2
8
5
4
3
9
6
5
3
10
7
5
3
11
7
6
4
12
8
6
4
13
9
7
4
14
9
7
5
Nemesis Ops Activation
Each player must activate their friendly NEMESIS operative twice per turning point, but they cannot activate it a second time until all other friendly operatives are expended. It cannot move more than 12" per turning point and each player cannot spend more than 5AP for it in total per turning point.
Nemesis Ops Game Sequence
1. Set Up The Battle
Each player selects a kill team for the battle. Determine the mission by selecting strategies. Remember, if a player lost the previous game they select and reveal their strategy first, but the previous mission cannot be repeated when the winner selects theirs. If playing missions 1-3, roll-off - the winner decides who has initiative. In mission 04: Fracture Defences, the Advancing player has initiative. Assign drop zones to players as specified by the mission map. Set up the killzone and objective markers (if any) as specified by the mission map. The mission maps use Killzone: Volkus, but you can use a different killzone and set up terrain similarly to what’s specified. Some missions have alternate ways of setting up terrain features and objective markers (see mission rules).
2. Select Operatives
Each player creates a NEMESIS operative using the Nemesis Custom Builder. Remember, the allegiance keyword selected must be the same as in the player’s selected kill team (e.g. IMPERIUM, CHAOS, etc.). Each player secretly selects their remaining operatives for the battle, adhering to the selection requirements in their kill team’s rules and in Nemesis Ops Kill Team Selection. Note that their NEMESIS operative’s size limits the number they can select. They then reveal their selections simultaneously. Each player secretly selects up to four equipment options. Each option cannot be selected more than once per player. They then reveal their selections simultaneously. Each player gains 2CP.
3. Set Up Operatives
Each player alternates setting up an item of equipment that’s set up before the battle (ladders, etc.), starting with the player with initiative. Note it’s item by item, not option by option. Starting with the player with initiative, each player sets up their NEMESIS operative, then each player alternates setting up one half of their remaining operatives (rounding up). When a player sets up an operative, it must be set up wholly within their drop zone and must be given a Conceal order. If a NEMESIS operative is too large to be set up wholly within its drop zone, set it up with its base touching its killzone edge instead.
4. Play The Battle
In the first turning point, the players roll-off and the winner decides who has initiative. If it’s a tie, the player who didn’t have initiative during set up decides.
5. End The Battle
The battle ends after four turning points have been completed. Note that mission 4 has a mission rule that can result in the battle ending later than this. If one player has no operatives in the killzone but the battle hasn’t ended, the other player plays out each remaining turning point until it does. The player with the most VP is the winner. If both players are tied, it’s a draw.
Nemesis Ops Mission 01
Territorial Gains
Ahead of advancing forces, operatives have been tasked with securing the route for an anticipated spearhead. These fringes of the foe’s territory are a dangerous frontier, where an elite enemy kill team prowls, but seizing this channel of attack can swing the battle’s momentum in moments.
MISSION RULES
Terrain Features: Don’t set up terrain features as normal (the mission map set up is an example only). Instead, pair up terrain features according to similar size, ideally with the same Heavy or Light terrain type (e.g. using Killzone: Volkus you could pair 2 strongholds, 2 large ruins, 2 heavy rubble etc.). If there’s an odd number of terrain features, discard the additional one instead. Starting with the player with initiative, each player alternates selecting a terrain feature from each pair to add to their terrain pool (the opponent adds the other from the terrain pair to their own pool). Once each player has completed their terrain pool, starting with the player with initiative, each player alternates setting up terrain features from their pool one at a time. Whenever a player sets up a terrain feature, it must be wholly within their territory, and more than 2" from the killzone edges and other terrain features.
Objective Markers: Don’t set up objective markers as normal (the mission map set up is an example only). After terrain features have been set up, the player without initiative sets up one objective marker on the centreline, equally between each player’s territory and more than 6" from the killzone edges. Then, starting with the player with initiative, each player sets up one objective marker wholly within their territory and more than 3" from their drop zone, the killzone edges and other objective markers. Each objective marker must be set up on the killzonefloor.
MISSION ACTION
Friendly operatives (excluding NEMESIS) can perform the following mission action:
SECURE1AP
One objective marker the active operative controls is secured by your kill team until your opponent’s kill team secures that objective marker.
An operative cannot perform this action during the first turning point, or while within controlrange of an enemy operative.
VICTORY
At the end of each turning point after the first, you score 1VP for each objective marker secured by your kill team.
At the end of the battle, if the enemy NEMESIS operative is incapacitated, you score 2VP; if it’s injured but not incapacitated, you score 1VP.
Nemesis Ops Mission 02
Flanking Strike
Entrenched in defensive positions, one force surveys the enemy operatives advancing from cover to cover. What at first appears to bear the hallmarks of a suicidal strike escalates rapidly, with the attackers’ reinforcements surging from the flanks to bypass the defenders’ firing lines.
MISSION RULES
Reserve: When the Manoeuvring player is setting up their operatives before the battle, half must be set up as normal. The remaining half must be set up outflanking: place them to one side instead of in the killzone. Whenever an outflanking operative is activated:
If it’s the first turning point, expend it. If it’s the second turning point, set it up with an order of your choice wholly within Manoeuvring player territory with its base touching a neutral killzone edge (it’s no longer outflanking). Then, continue its activation as normal.
Flanks: Holding player territory is divided into two flanks (left and right) as shown on the mission map. Friendly operatives contest a flank while wholly within it. Friendly operatives control a flank if the total APL stat of those contesting it is higher than that of enemy operatives. Remember to use the Control stat for NEMESIS operatives rather than APL, and note it’s only related to Holding player territory - an operative isn’t contesting a flank while within Manoeuvring player territory.
VICTORY
At the end of the third and fourth turning point:
For each flank friendly operatives control, you score 2VP.
For each flank friendly operatives contest but don’t control, you score 1VP.
At the end of the battle, if the enemy NEMESIS operative is incapacitated, you score 2VP; if it’s injured but not incapacitated, you score 1VP.
Nemesis Ops Mission 03
Counterassault
An aggressive push into enemy territory by an elite group of operatives and their looming ally is on the brink of puncturing the foe’s lines, but a counterassault has been prepared to tear the throat from the incursion. As the invaders push forwards, their hunters close in for the kill.
MISSION RULES
Objective Markers: Don’t set up objective markers as normal (the mission map set up is an example only). After terrain features have been set up, each player sets up one objective marker, starting with the Advancing player. Each objective marker must be set up on the killzonefloor, on the centre of the objective line (see mission map), and more than 3" from the killzone edges and the opponent’s territory.
Reserve: When the Manoeuvring player is setting up their operatives before the battle, they cannot set up any in the killzone. They can set up any in reserve instead: place them to one side instead of in the killzone. Whenever an operative set up in reserve is activated, set it up with an order of your choice wholly within Manoeuvring player territory with its base touching a killzone edge, or the Manoeuvring player killzone edge if it’s a NEMESIS operative (it’s no longer in reserve). Then, continue its activation as normal.
Table Quarters: The killzone is quartered by the centreline and the objective line (see mission map). Friendly operatives contest a killzone quarter while wholly within it. Friendly operatives control a killzone quarter if the total APL stat of those contesting it is higher than that of enemy operatives. Remember to use the Control stat for NEMESIS operatives rather than APL.
MISSION ACTION
Friendly operatives (excluding NEMESIS) can perform the following mission action:
SECURE1AP
One objective marker the active operative controls is secured by your kill team until your opponent’s kill team secures that objective marker.
An operative cannot perform this action during the first turning point, or while within controlrange of an enemy operative.
VICTORY
At the end of the third and fourth turning point:
For each objective marker secured by your kill team, you score 2VP. For each killzone quarter wholly within your opponent’s territory that friendly operatives control, you score 1VP.
At the end of the battle, if the enemy NEMESIS operative is incapacitated, you score 2VP; if it's injured but not incapacitated, you score 1VP.
Nemesis Ops Mission 04
Fracture Defences
An enemy defensive point must be breached to break a stalemate in a grinding war of attrition. A kill team are tasked with escorting a powerful ally capable of ravaging the site, alert at all times to the foe’s own specialists who are rumoured to be hidden throughout this area.
MISSION RULES
Defensive Terrain: The Advancing player has initiative before the battle. When setting up the killzone, the Holding player can change the set up of terrain features wholly within their territory from what’s specified on the mission map. Each that they change must be set up again wholly within their territory and more than 2" from other terrain features.
Objective Markers: Don’t set up objective markers as normal (the mission map set up is an example only). After terrain features have been set up, the Holding player sets up three objective markers. One must be wholly within their drop zone, while the other two must be wholly within their territory and more than 2" from their drop zone. Each objective marker must be set up on the killzonefloor, more than 2" from the killzone edges and more than 4" from each other.
Reserve: When the Advancing player is setting up their operatives before the battle, they can set up any in reserve instead: place them to one side instead of in the killzone. Whenever an operative set up in reserve is activated, choose one of the following:
Set it up with an order of your choice wholly within Advancing player territory with its base touching a killzone edge (it’s no longer in reserve); the operative is treated as performing the Dash action (spend the AP accordingly), then continue its activation as normal. Alternatively, expend it. Operatives in reserve at the end of the battle are incapacitated.
Besieged: In the Initiative step of each Strategy phase, the Advancing player can re-roll their initiative roll. At the end of each turning point after the third, if the Advancing player has friendly operatives within Holding player territory, they can roll one D6: on a 3+, the game continues for another turning point.
MISSION ACTION
The Advancing player’s operatives (excluding NEMESIS) can perform the following mission action:
DEMOLISH1-3AP
Roll a number of D6 equal to the number of action points you spend on this action. If any result is a 3+, remove one objective marker the active operative controls from the killzone.
An operative cannot perform this action during the first turning point, or while within controlrange of an enemy operative.
VICTORY
At the end of the battle, for each objective marker in the killzone, the Holding player scores 2VP. For each that isn’t, the Advancing player scores 2VP.
At the end of the battle, if the enemy NEMESIS operative is incapacitated, you score 2VP; if it’s injured but not incapacitated, you score 1VP.
Ambull Mission Pack
This mission pack contains rules for the Ambull nemesis operative and its two Borewyrm Infestations, alongside two missions designed specifically for them. The first mission is player vs environment (PvE) for co-operative or solo gameplay against NPO adversaries, including the Ambull and Borewyrm Infestations. The second mission is player vs player (PvP), but the players must also contend with the Ambull and Borewyrm Infestations as third party adversaries, attacking either player and disrupting the battle. The Ambull nemesis operative can be used in other missions at your discretion.
The AMBULL and BOREWYRM INFESTATION operatives are NPOs, meaning you use the threat principle and behaviour rules for them as normal. The AMBULL NPO is also a NEMESIS operative; it has the ExtraDefence and Bulky core NEMESIS rules, but it doesn’t have ToweringSize. The AMBULL and the BOREWYRM INFESTATION NPOs both have the following additional rules:
Burrowing Emergence
In the Set Up Operatives step, the AMBULL and BOREWYRM INFESTATION NPOs are always set up in reserve: place them to one side instead of in the killzone (they cannot be activated while in reserve). They are set up in the killzone as determined by cards drawn from the Intruder deck (see Intruder Deck).
Ambull NPO Activation Deck
The AMBULL and BOREWYRM INFESTATION NPOs use a deck of cards to determine their activations, but it only consists of NPO activation cards 1-8. Whenever it’s the Ambull NPO side’s turn to activate, if an AMBULL or BOREWYRM INFESTATION NPO is in the killzone, draw a card from the deck and consult the table below to determine how to resolve it. Once you’ve resolved it, discard that card. The AMBULL NPO can be activated twice per turning point, and BOREWYRM INFESTATION NPOs can be activated multiple times per turning point. If you draw a card but none of it can be resolved, simply skip that NPO activation. For example, if you draw an NPO activation card and you are instructed to activate a BOREWYRM INFESTATION NPO, but there’s only an AMBULL NPO in the killzone, discard that card and then the player(s)/next player activates.
The NPO activation deck remains secret and cards are only revealed when drawn. However, players can inspect the discard pile at any time to inform them of activation cards that remain in the deck. In the Ready step of each Strategy phase, and whenever a card would be drawn from the deck but it’s empty, shuffle all NPO activation cards (including discarded ones) together to recreate the deck.
Rad-Maggot Outbreak Roll one D6 separately for each operative (excluding AMBULL and BOREWYRM INFESTATION NPOs) on the killzonefloor. If the result is less than the operative’s Save stat, inflict damage on it equal to the dice result halved (rounding up).
6
Energy Pulse Inflict D6 damage on each operative (excluding AMBULL and BOREWYRM INFESTATION NPOs) within 6" of the AMBULL NPO (roll separately for each).
7
AmbullActivation Activate the AMBULL NPO. During that activation it has an APL of 2. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
8
Enraged AmbullActivation Activate the AMBULL NPO. During that activation it has an APL of 3 and can perform two Fight actions. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
Ambull activation deck · 1–8
8 / 8 cards remaining
Discard pile (0)
No cards drawn.
Draw without replacement. Use New turning point in the Ready step; an empty deck reshuffles before the next draw. Progress is saved for this tab.
Intruder Deck
The remaining NPO activation cards (9-13) are used to create a separate Intruder deck. At the end of each turning point after the first, and whenever an operative finishes performing a mission action (excluding OperateHatch), draw a card from the Intruder deck (unless it’s empty) and consult the table below to determine how to resolve it, then remove it from the game.
CARD
RULE
9–10
No additional effect.
11–12
Set up one BOREWYRM INFESTATION NPO ready with a Conceal order (it’s no longer in reserve). If this card was drawn due to a mission action, set that NPO up within controlrange of the active operative; if this card was drawn due to the end of the turning point, set it up with a random objective marker within its control range, and if possible within control range of enemy operatives (randomise if necessary).
13
Set up the AMBULL NPO ready with a Conceal order (it’s no longer in reserve). If this card was drawn due to a mission action, set that NPO up within controlrange of the active operative; if this card was drawn due to the end of the turning point, set it up with a random objective marker within its control range, and if possible within control range of enemy operatives (randomise if necessary).
Intruder deck · 9–13
5 / 5 cards remaining
Removed cards (0)
No cards drawn.
Cards are removed from the battle when drawn. This deck does not reshuffle; reset only for a new battle. Progress is saved for this tab.
Ambull Game Sequence
1. Set Up The Battle
Determine the mission between 1: The Hidden Enemy (Joint Ops) or 2: Decaying Generatorium (Adversary Ops). If playing mission 1, select a kill team for the player(s) as described in Joint Ops Kill Team Selection. If playing mission 2, each player selects their own kill team. If playing mission 2, roll-off - the winner decides who has initiative. Set up the killzone and objective markers as specified by the mission map. Both mission maps use Killzone: Volkus, but you can use a different killzone and set up terrain features similarly to what’s specified. Drop zones are assigned to the player(s) and NPOs as specified by the mission map. If playing mission 2, the player with initiative selects one drop zone, and their opponent has the other.
2. Select Operatives
The player(s) select their operatives for the battle, adhering to the selection requirements in their kill team’s rules. If playing mission 2, each player does this secretly before revealing their options simultaneously. If playing mission 1, the player(s) select which NPO datacards they’ll be using for the sentries NPOs. If playing mission 1, the player(s) select up to four equipment options (four in total, not four per player). If playing mission 2, each player secretly selects up to four equipment options before revealing them simultaneously. Each option cannot be selected more than once per player(s)/player. Don’t select equipment for NPOs. If playing mission 1, the player(s) gain 2CP (two in total, not two per player). If playing mission 2, each player gains 2CP. NPOs don’t gain any CP.
3. Set Up Operatives
The player(s) set up all their equipment that’s set up before the battle (ladders, etc.). If playing mission 2, each player alternates setting up an item of equipment, starting with the player with initiative (note it’s item by item, not option by option).
The mission will specify how many NPOs are set up and where. In both missions, the AMBULL and BOREWYRM INFESTATION NPOs are set up in reserve. If playing mission 1, Sentry NPOs are set up before the battle, so set them up now with a Conceal order. The player(s) then set up their operatives. Each operative must be set up wholly within their drop zone and must be given a Conceal order. If playing mission 2, each player alternates setting up one third of their kill team (rounding up), starting with the player with initiative.
4. Play The Battle
If playing mission 1, roll-off in the first turning point for the player(s) and both sides of NPOs to establish a player order. If playing mission 2, the players roll-off in the first turning point and the winner decides who has initiative. If it’s a tie, the player who didn’t have initiative during set up decides.
5. End The Battle
The battle ends when the mission specifies. In mission 2, if one player has no operatives in the killzone but the battle hasn’t ended, the other player plays out each remaining turning point until it does. In both missions, the mission’s victory conditions will specify how to determine the winner.
Rad-Maggot Symbiosis: Whenever this NPO is activated, it regains a number of lost wounds equal to its APL+1. Its APL is determined by the NPO activation card.
Small: Whenever this NPO has a Conceal order and is in cover, it cannot be selected as a validtarget, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
BOREWYRMINFESTATION
⌀25mm
Ambull Mission 01
The Hidden Enemy
After infiltrating an enemy-held location, your elite operatives now have orders to identify and eliminate key infrastructure assets, then to escape before the foe’s reinforcements can hunt them down. Unbeknownst to both forces, a lurking apex predator has sensed them as potential prey.
MISSION RULES
NPOs: This mission is a three-way battle - the player(s) and two opposing sides of NPOs. One NPO side is 1 AMBULL NPO and 2 BOREWYRM INFESTATION NPOs; set them up in reserve (they arrive as per the Intruder deck). The other NPO side, known as the Sentry NPOs, is D6+10 points of NPOs, each set up with a Conceal order wholly within alternating NPO drop zones, starting with a random one.
Player Order: Whenever you would determine initiative, establish an order instead. Roll one D6 separately for the player(s) and each NPO side. The side with the highest result is first, the side with the second highest result is second, and so on. If two or more sides are tied, keep rolling for them until an order is established between them. Activate in the Firefight phase in side order, starting with the side that’s first.
NPO Activation: The AMBULL and BOREWYRM INFESTATION NPOs are activated using the NPO activation deck; draw a card from this deck if any of those NPOs are in the killzone. Activate Sentry NPOs according to the threat principle and they cannot counteract.
NPO Reinforcements: As a Sentry NPO STRATEGIC GAMBIT in each turning point after the first, add D3 points to the NPO Reinforcements pool, then set up NPO reinforcements from that pool. Each reinforcement must be set up ready with a Conceal order with its base touching the NPO killzone edge.
Escape: Player operatives can move over the player killzone edge; if any part of their base does, they’re removed from the killzone and have escaped.
MISSION ACTION
Player operatives can perform the following mission action:
ELIMINATE ASSETS1AP
One objective marker the active operative controls is removed from the killzone. Note that whenever an operative finishes performing this action, you must draw a card from the Intruder deck unless it’s empty.
An operative cannot perform this action during the first turning point, or while within controlrange of an enemy operative.
VICTORY
The battle ends when all player operatives have escaped or been incapacitated. VP is then scored as follows:
For each objective marker that’s been removed from the killzone, the player(s) score 1VP. For each that hasn’t, the NPOs collectively score 1VP.
For each third of the player(s)’ starting operatives that are incapacitated, the NPOs collectively score 1VP.
At the end of the battle, if the player(s) have scored more VP than the NPOs collectively, the player(s) win. If the NPOs collectively have scored more VP than the player(s), the player(s) lose. If the scores are tied, it’s a draw.
Ambull Mission 02
Decaying Generatorium
Within a ruptured generatorium on the brink of catastrophic overload, two kill teams race to salvage vital power cells and deny them from their foes before the installation becomes irradiated. But time is not the only factor; the imminent meltdown has been caused by a feeding intruder, and it is still here.
MISSION RULES
NPOs: The AMBULL and two BOREWYRM INFESTATION NPOs are third party operatives set up in reserve (they arrive as per the Intruder deck) and they are activated using the NPO activation deck. After the final player activates, but before the first player activates again, if there’s an NPO in the killzone, draw a card from the AMBULL NPO’s activation deck. In other words, the NPOs activate last in the alternating sequence.
Modified Threat Principle: Whenever an NPO performs an action, the closest visible player operative it could fight/move towards (as determined by the NPO’s behaviour) is its target (or simply the closest if none are visible). If multiple players’ operatives are equally as close to the NPO, roll-off and the winner decides which operative is its target. The opponent of the player who controls that target will control the NPO for that action, and they must make every effort to charge/fight that target (as determined by the NPO’s behaviour) if the NPO can, and move as specified in the Drawn to Energy rule if it cannot.
Drawn to Energy: Whenever an AMBULL or BOREWYRM INFESTATION NPO performs the Reposition or Dash action, move it towards the closest objective marker instead (if possible). Note that it will still perform Fight and Charge actions ahead of those actions as per its behaviour, if able.
Sickening Emissions: Whenever a friendly player operative has an objective marker within its controlrange, you cannot re-roll their attack or defence dice.
MISSION ACTION
Player operatives can perform the following mission action:
SIPHON POWER1AP
One objective marker the active operative controls is siphoned. Note that whenever an operative finishes performing this action, you must draw a card from the Intruder deck unless it’s empty.
An operative cannot perform this action during the first turning point, while within controlrange of an enemy operative, or if that objective marker has already been siphoned during this turning point.
VICTORY
At the end of the fourth turning point, the battle ends and the player with the most VP is the winner. If the players are tied, it’s a draw.
Whenever a friendly operative performs the SiphonPower mission action, you score 1VP (to a maximum of 2VP per turning point).
If a friendly operative incapacitates the AMBULL NPO, you score 2VP.
Whenever a BOREWYRM INFESTATION NPO is incapacitated, place a Borewyrm marker underneath the centre of its base. Player operatives can perform the PickUpMarker action on Borewyrm markers. At the end of the battle, you score 1VP for each Borewyrm marker friendly operatives are carrying.
The Archivist Mission Pack
This mission pack contains rules for the Archivist nemesis operative, alongside two missions designed specifically for it. The first mission is player vs environment (PvE) for co-operative or solo gameplay with the Archivist against NPO adversaries, but the Archivist will betray the players to achieve its own aims. The second mission is player vs player (PvP), but the Archivist acts as a third party operative that players must compete to appease and win to their side. The Archivist can be used in other missions at your discretion.
The ARCHIVIST operative can be a friendly player operative in both missions; note that it doesn’t gain a faction keyword in these instances, so it cannot be selected for your kill team’s faction rules that specify an operative with that faction keyword. When it’s an NPO, use the threat principle and behaviour rules for it as normal. The ARCHIVIST operative is also a NEMESIS operative; it has the ExtraDefence and Bulky core NEMESIS rules, but it doesn’t have ToweringSize. The ARCHIVIST NPO has the following additional rule:
The Archivist NPO Activation Deck
The ARCHIVIST NPO uses a deck of cards to determine NPO activation. Whenever it’s the ARCHIVIST NPO’s turn to activate, draw a card from the deck and consult the NPO Activation Cards table on each mission to determine how to resolve it. Once you’ve resolved it, discard that card. The ARCHIVIST NPO can be activated twice per turning point. If you draw a card but none of it can be resolved, simply skip that NPO activation. For example, if you draw an NPO activation card and you are instructed to activate a non-ARCHIVIST NPO, but there are no ready non-ARCHIVIST NPOs to activate, discard that card and then the player(s)/next player activates. NPOs cannot counteract in this mission pack, but whenever it’s the NPOs’ turn to activate, still draw a card from the deck (even if all NPOs are expended). This is because the activation card may have other rules effects, such as setting up reinforcements.
The NPO activation deck remains secret and cards are only revealed when drawn. However, players can inspect the discard pile at any time to inform them of activation cards that remain in the deck. In the Ready step of each Strategy phase, and whenever a card would be drawn from the deck but it’s empty, shuffle all NPO activation cards (including discarded ones) together to recreate the deck.
The Archivist Datacard
The Archivist
The Archivist
CONTROL
4
MOVE
6"
SAVE
4+
WOUNDS
35
NAME
ATK
HIT
DMG
WR
Atomic disassembler
Atomic disassembler
5
4+
4/2
Range8", Devastating3, Piercing2
Range8", Devastating3, Piercing2
Eradicator glove
Eradicator glove
4
4+
5/7
Brutal, Shock, Stun
Brutal, Shock, Stun
Core Nemesis Rules: ExtraDefence, Bulky.
Behaviour: This NPO will shoot the closest player operative as a priority, but will fight if the need arises and shoot other NPOs. When activated, if it will perform the Fight or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.
Fight.
Shoot the closest player operative.
Charge the closest operative with less than 10 wounds remaining.
Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
Shoot the closest NPO.
Dash towards the closest player operative, to cover if possible.
Xenotech Shielding: Whenever an operative is shooting this NPO:
Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
This NPO can benefit from the effects of the Extra Defence core rule regardless of being injured (this takes precedence over that rule).
NEMESIS, ARCHIVIST
SIZE: SMALL
⌀50mm
The Archivist Game Sequence
1. Set Up The Battle
Determine the mission between 1: Betrayal (Joint Ops) or 2: Negotiation (Adversary Ops).
If playing mission 1, select a kill team for the player(s) as described in Joint Ops Kill Team Selection. If playing mission 2, each player selects their own kill team. If playing mission 2, roll-off - the winner decides who has initiative. Set up the killzone and objective markers (if any) as specified by the mission map. The mission map for mission 1 uses Killzone: Tomb World, and the mission map for mission 2 uses Killzone: Volkus, but you can use a different killzone and set up terrain features similarly to what’s specified. Set up mission markers (if any) as specified by the mission rules. Drop zones are assigned to the player(s) and NPOs as specified by the mission map. If playing mission 2, the player with initiative selects one drop zone, and their opponent has the other.
2. Select Operatives
The player(s) select their operatives for the battle, adhering to the selection requirements in their kill team’s rules. If playing mission 2, each player does this secretly before revealing their options simultaneously. If playing mission 1, the player(s) select which NPO datacards they’ll be using for the non-ARCHIVIST NPOs. If playing mission 1, the player(s) select up to four equipment options (four in total, not four per player). If playing mission 2, each player secretly selects up to four equipment options before revealing them simultaneously. Each option cannot be selected more than once per player(s)/player. Don’t select equipment for NPOs.
If playing mission 1, the player(s) gain 2CP (two in total, not two per player). If playing mission 2, each player gains 2CP. NPOs don’t gain any CP.
3. Set Up Operatives
The player(s) set up all their equipment that’s set up before the battle (ladders, etc.). If playing mission 2, each player alternates setting up an item of equipment, starting with the player with initiative (note it’s item by item, not option by option). The mission will specify how many NPOs are set up and where. If playing mission 1, the NPOs are set up before the battle, so set them up now with a Conceal order. If playing mission 2, the ARCHIVIST NPO isn’t set up until later.
The player(s) then set up their operatives. Each operative must be set up wholly within their drop zone and must be given a Conceal order. If playing mission 2, each player alternates setting up one third of their kill team (rounding up), starting with the player with initiative.
4. Play The Battle
If playing mission 1, in the first turning point the player(s) have initiative. If playing mission 2, the players roll-off in the first turning point and the winner decides who has initiative. If it’s a tie, the player who didn’t have initiative during set up decides.
5. End The Battle
The battle ends when the mission specifies. In mission 2, if one player has no operatives in the killzone but the battle hasn’t ended, the other player plays out each remaining turning point until it does. In both missions, the mission’s victory conditions will specify how to determine the winner.
The Archivist Mission 01
Betrayal
The Archivist has aligned itself with your elite operatives in a joint venture to seize a cache of artefacts from a fortified vault. Yet, while the alien data trader is a knowledgeable and powerful ally against enemy combatants, experienced warriors will be wary of its fluid loyalties where xenotech is involved.
MISSION RULES
NPOs: Set up 15 points of NPOs wholly within NPO territory but not within the Vault marked on the mission map. As an NPO STRATEGIC GAMBIT in each turning point after the first, set up D3+2 points of NPOs wholly within NPO territory in the same manner.
Archivist’s Path: Set up the ARCHIVIST wholly within the player drop zone at the point marked ‘A’ at the start of the Archivist’s Path (see mission map). It starts the battle as a friendly player operative. Whenever the ARCHIVIST player operative is activated, it must move along the Archivist’s Path towards the Vault, but all other decisions are made by the player(s). Once the ARCHIVIST becomes an NPO, it follows its behaviour and moves without following the Archivist’s Path.
Xenotech Vault: Operatives cannot be set up within the Vault while the hatchway to the Vault is closed. Player operatives can perform the PickUpMarker action on the objective marker within the Vault. While a player operative is carrying that marker, it cannot be removed from the killzone and set up again, and it cannot perform the Dash action.
Betrayal: In the Ready step of each Strategy phase after the first, roll one D6, adding the following to the result (these are cumulative):
1 if two or more player operatives are closer to the player killzone edge than the ARCHIVIST player operative is.
1 if it’s the third or fourth turning point.
2 if the objective marker is being carried by a player operative.
On a 7+, or if it’s the fifth turning point, the ARCHIVIST becomes an NPO and follows its behaviour. It’s no longer a player operative for the remainder of the battle. The ARCHIVIST NPO is an enemy operative to all other operatives (and vice versa) meaning other NPOs will try to incapacitate it, and it will try to incapacitate both other NPOs and player operatives.
Threat Principle: Whenever the ARCHIVIST NPO is performing an action in which it moves, moving closer to the objective marker is a high priority (if possible) for the purposes of the threat principle.
Activate the ARCHIVIST NPO. During that activation it has an APL of 2. It cannot activate more than twice per turning point, and it cannot move more than 9" per turning point.
12–13
Activate the ARCHIVIST NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 9" per turning point.
Betrayal activation deck · 1–13
13 / 13 cards remaining
Discard pile (0)
No cards drawn.
Draw without replacement. Use New turning point in the Ready step; an empty deck reshuffles before the next draw. Progress is saved for this tab.
VICTORY
The battle ends at the end of the fifth turning point.
At the end of the battle, if a player operative is carrying the objective marker and is in player territory, the player(s) win.
Otherwise, at the end of the battle, if the ARCHIVIST NPO isn’t contesting the objective marker, the player(s) draw.
At the end of the battle, if the ARCHIVIST NPO is contesting the objective marker, or the objective marker isn’t within player territory, the player(s) lose.
The Archivist Mission 02
Negotiation
Ever the manipulator, the Archivist has leveraged the resources of a kill team to seize infocores from a derelict vessel. Others are hunting the data-rich cores too, however, and the Archivist masterfully plays both sides, seeking to ensure none have the strength to stop it claiming both hauls.
MISSION RULES
NPOs: The ARCHIVIST NPO is a third party operative. In the Ready step of the second Strategy phase, set up the ARCHIVIST NPO ready with a Conceal order touching the centre of a random neutral killzone edge, or as close as possible. After the final player activates, but before the first player activates again, if the ARCHIVIST NPO is in the killzone, draw a card from the ARCHIVIST NPO’s activation deck. In other words, the ARCHIVIST NPO activates last in the alternating sequence.
Infocore Extraction: Player operatives (excluding ARCHIVIST) can perform the PickUpMarker action on the Infocore mission markers, and operatives with an APL stat of 3 or more (excluding all changes) can carry two Infocore mission markers at a time. At the end of each turning point, each player gains a number of Negotiation points equal to the number of Infocore mission markers enemy operatives control.
Negotiation: Each time the ARCHIVIST NPO would activate as a result of its NPO activation deck, each player must secretly bid any number of their own Negotiation points (that number can be 0) by putting a number of dice in their hand that corresponds to the number of Negotiation points they want to bid. They then reveal their selections simultaneously. If one player has a higher bid, that player spends the Negotiation points they bid, then controls the ARCHIVIST as a friendly player operative for the duration of that activation. If neither player bid a higher number of Negotiation points, the ARCHIVIST remains an NPO, activates as normal and follows its behaviours.
Modified Threat Principle: Whenever the ARCHIVIST NPO performs an action, the closest player operative within its controlrange is its target. If no operatives are within its controlrange, the closest visible player operative controlling an Infocore mission marker it could fight/shoot/move towards (as determined by the NPO’s behaviour) is its target (or simply the closest if none are visible). If multiple operatives that meet the conditions to be the target are equally as close to the ARCHIVIST NPO, roll-off and the winner decides which operative is its target. The opponent of the player who controls that target will control the ARCHIVIST NPO for that action, and they must make every effort to fight/shoot/move towards that target (as determined by the NPO’s behaviour) while doing so. If no player operatives control an Infocore mission marker and no player is controlling the ARCHIVIST, skip the activation and discard that NPO activation card.
Activate the ARCHIVIST NPO. During that activation it has an APL of 2. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
12–13
Activate the ARCHIVIST NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.
Negotiation activation deck · 1–13
13 / 13 cards remaining
Discard pile (0)
No cards drawn.
Draw without replacement. Use New turning point in the Ready step; an empty deck reshuffles before the next draw. Progress is saved for this tab.
VICTORY
At the end of the fourth turning point, the battle ends and the player with the most VP is the winner. If the players are tied, it’s a draw.
If a friendly operative incapacitates the ARCHIVIST operative, you score 1VP.
At the end of the battle, for each Infocore mission marker friendly operatives control, you score 1VP.
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.
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.
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.
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.
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.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
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.
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.
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.
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.
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.
OPERATE HATCH1AP
Open or close a hatchway thats access point is within the operative’s controlrange.
An operative can perform this action during the Dash or Reposition action, and any remaining move distance can be used after it does so.
An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
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.
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, but not within control range of friendly operatives, 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).
BREACH2AP
Open a closed breach point thats access point is within the operative’s controlrange.
An operative that has the word(s) ‘breach marker’, ‘grenadier’ or ‘mine’ on its datacard, or has a weapon with the Piercing2 or PiercingCrits2 weapon rule (excluding weapons that have the Blast or Torrent weapon rule) can perform this action for 1 less AP (to a minimum of 1AP)
Roll one D6 separately for each operative that’s on the other side of the access point and has that access point within its control range: on a 4+, subtract 1 from that operative’s APL stat until the end of its next activation and inflict damage on it equal to the dice result halved (rounding up).
An operative cannot perform this action while within control range of an enemy operative, or if that breach point is open. It cannot perform this action for less than 2AP during an activation/counteraction in which it performed the Charge or Shoot action (or vice versa).
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
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.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t..
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
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.
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.
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).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Balanced
You can re-roll one of your attack dice.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
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.
Relentless
You can re-roll any of your attack dice.
Killzone Floor
The killzone floor is the lowest level of the killzone (i.e. the game board). Anything that’s on a marker that’s on the killzone floor is also on the killzone floor.
Roll-off
lf a rule requires a roll-off, both players roll one D6 and whoever has the highest wins the roll-off. If there’s a tie, roll-off again.
Expended
When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
SABOTAGE NEXUS1AP
One objective marker the active operative controls is sabotaged until the end of the turning point. If this is the third time this action has been performed during this turning point, you gain 1 Sabotage point. Whenever an NPO activation card is drawn, you can spend 1 of your Sabotage points to discard that card without resolving its effects and skip that NPO activation.
An operative cannot perform this action during the first turning point, while within controlrange of an enemy operative, or if that objective marker has already been sabotaged during this turning point.
COORDINATE EXTRACTION1AP
Randomly determine one killzone edge (excluding the players’) to be the escape edge.
An operative cannot perform this action during the first turning point, while within controlrange of an enemy operative, if it doesn’t control the objective marker, or if this action has already been performed during the battle.
EXTRA DEFENCE
Whenever an operative is shooting this operative, collect and roll one additional defence dice, unless this operative is injured.
BULKY
This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor.
Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action.
This operative can move through other operatives (excluding NEMESIS operatives).
Ignore all changes to this operative’s APL and if it’s a player operative, APL changes don’t affect the 5AP you can spend per turning point.
TOWERING SIZE
In the Firefight phase, whenever you determine this operative’s order, you cannot select Conceal.
This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that’s not wholly intervening.
Whenever another operative is performing the Shoot action, being within control range of other operatives doesn’t prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives.
This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall.
Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it’s an equipment terrain feature, remove it from the battle instead.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:
1
It specifically says so.
2
The online designer’s commentary says so.
3
It’s not found in the core book (i.e. other rules take precedence over core book rules).
4
It says ‘cannot’.
5
The active operative’s controlling player decides.
6
The player with initiative decides.
If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
SIPHON POWER1AP
One objective marker the active operative controls is siphoned. Note that whenever an operative finishes performing this action, you must draw a card from the Intruder deck unless it’s empty.
An operative cannot perform this action during the first turning point, while within controlrange of an enemy operative, or if that objective marker has already been siphoned during this turning point.
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.