Chaos
Nemesis Claw
Infiltration/Seek And Destroy
The Night Lords are synonymous with terror and murder, for their favoured mode of warfare is the unfettered application of brutal, overwhelming force. They show no mercy whatsoever, eschewing all subtlety and guile for wanton bloodshed and destruction.
Faction Rules
Astartes
During each friendly NEMESIS CLAW operative's activation, it can perform either 2 Shoot actions or 2 Fight actions.
If it is 2 shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them.
Each friendly NEMESIS CLAW operative can counteract regardless of its order.
In Midnight Clad
Whenever an enemy operative is shooting a friendly NEMESIS CLAW operative, that friendly operative is obscured if both of the following are true:
- It is more than 8" from enemy operatives it is visible to.
- It has Heavy Terrain within its control range, or any part of its base is underneath Vantage terrain.
Operatives
Strategic Ploys
Whenever you are selecting a valid target for a friendly NEMESIS CLAW operative, enemy operatives within 6" cannot use Light terrain for cover.
While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
One friendly NEMESIS CLAW operative can immediately perform a free Fall Back or Reposition action, but it must end that move with Heavy terrain within its Control range, or any part of its base underneath Vantage terrain. In addition, it cannot move more than 4" during that action and it cannot end that move closer to enemy operatives (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, ignore Wall terrain when determining this).
Whenever a friendly NEMESIS CLAW operative is shooting against, fighting against or retaliating against a wounded enemy operative, you can re-roll one of your attack dice.
Whenever a friendly NEMESIS CLAW operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.
Firefight Ploys
Use this firefight ploy when a friendly NEMESIS CLAW operative is retaliating, at the start of the Resolve Attack Dice step.
You can resolve one of your successes before the normal order. If you do you cannot resolve any other successes during that sequence.
Use this firefight ploy after rolling your attack dice for a friendly NEMESIS CLAW operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the Adeptus Astartes keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice.
Use this firefight ploy after a friendly NEMESIS CLAW operative incapacitates an enemy operative whin its control range.
That friendly operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3") even if it has performed an action that prevents it from performing the Charge or Dash action.
Use this firefight ploy when your opponent would activate an enemy operative that is visible to a friendly NEMESIS CLAW operative. Roll one D6; if the result is higher than that enemy operative's APL stat, your opponent cannot activate it during this activation; if the result is less than or equal to that enemy operative's APL stat, this ploy is not used, the CP spent on it is refunded and you cannot use this ploy again during this turning point. If there are no other enemy operatives eligible to be activated, this ploy has no effect.
Equipment
Chain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly NEMESIS CLAW operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule.
If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than that friendly operative.
If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (No AP are spent on it), and you cannot use this rule again during this turning point.
Comms Jammer
Whenever an enemy operative is within 3" of a friendly NEMESIS CLAW operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.
Flayed Skin
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly NEMESIS CLAW operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
Grisly Trophy
Once per Battle, when a friendly NEMESIS CLAW operative incapacitates an enemy operative within 2" of it, you can use this rule.
If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one).
Whenever a friendly NEMESIS CLAW operative that has one of your Grisly Trophy tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,
or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.
In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed
or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A NEMESIS CLAW KillTeam is composed of:
- 1 NEMESIS CLAW Visionary with one of the following options:
- Bolt pistol, power fist
- Bolt pistol, power maul
- Bolt pistol, power weapon
- Plasma Pistol, Nostraman Chainblade
- 5 Nemesis Claw operatives selected from the following list:
- Fearmonger
- Gunner with one of the following options:
- Bolt Pistol, Flamer, Fists
- Bolt Pistol, Meltagun, Fists
- Bolt Pistol, Plasma Gun, Fists
- Heavy Gunner with one of the following options:
- Bolt Pistol, Heavy Bolter, Fists
- Bolt Pistol, Missile Launcher, Fists
- Screecher
- Skinthief
- Ventrilokar
- Warrior with one of the following options:
- Bolt pistol, Chainsword
- Boltgun, Fists