Nemesis Claw kt21
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.
The Night Lords do not worship any of the four major Chaos Gods individually, but acknowledge them equally in the form of Chaos Undivided as they ruthlessly spread terror and fear amongst the galaxy's inhabitants. The Night Lords are experts in the use of terror tactics to win battles and demoralise their foes before the main combat even begins.
Night Lord Visionary
APL
3
MOVE
3⬤
SAVE
3+
WOUND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 2+ | 3/4 |
Plasma Pistol | |||
- Standard (Rng ⬟, AP1) | 4 | 2+ | 5/6 |
- Supercharge (Rng ⬟, AP2, Hot) | 4 | 2+ | 5/6 |
Nostraman Chainblade (Rending) | 5 | 2+ | 4/5 |
Power Fist (Brutal) | 5 | 3+ | 5/7 |
Power Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
Power Maul (Stun) | 5 | 2+ | 4/6 |
ACTIONS
Premonition (1 AP)
ABILITIES
Foreboding
In Midnight Clad
Portent
Prescience
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, LEADER, PSYKER, NIGHT LORD, VISIONARY
Night Lord Screecher
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Lightning Claws (Lethal 5+, Relentless) | 5 | 3+ | 4/5 |
ABILITIES
Appetite For Cruelty
In Midnight Clad
Screecher
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SCREECHER
Night Lord Fearmonger
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Scoped Bolt Pistol | |||
- Close Range (Rng ⬟, Lethal 5+) | 4 | 3+ | 3/4 |
- Long Range | 4 | 3+ | 3/4 |
Terrorchem Vial (Rng ⬟, Blast ⬤, Indirect, Lim, No Cover, MW3, *Terrorchem) | 5 | 3+ | 2/0 |
Tainted Blade (*Terrorchem) | 5 | 3+ | 3/5 |
ACTIONS
Poison Objective (1 AP)
ABILITIES
In Midnight Clad
*Terrorchem
Terrorchem Poison
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, FEARMONGER
Night Lord Ventrilokar
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Chainsword | 5 | 3+ | 4/5 |
ACTIONS
Disconcerting Mimicry (1 AP)
ABILITIES
Icon Bearer
In Midnight Clad
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, PSYKER, NIGHT LORD, VENTRILOKAR
Night Lord Skinthief
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Nostraman Chainglaive (Reap 1, Rending) | 5 | 3+ | 4/6 |
ABILITIES
Flay Them Alive
In Midnight Clad
Tyrant Of The Skinning Pits
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, SKINTHIEF
Night Lord Heavy Gunner
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Heavy Bolter (Fus, Hvy, P1) | 5 | 3+ | 4/5 |
Missile Launcher | |||
- Frag (Blast ⬤, Hvy) | 4 | 3+ | 3/5 |
- Krak (AP1, Hvy) | 4 | 3+ | 5/7 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
In Midnight Clad
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, HEAVY GUNNER
Night Lord Gunner
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Flamer (Rng ⬟, Tor ⬤) | 5 | 2+ | 2/2 |
Meltagun (Rng ⬟, AP2, MW4) | 4 | 3+ | 6/3 |
Plasma Gun | |||
- Standard (AP1) | 4 | 3+ | 5/6 |
- Supercharge (AP2, Hot) | 4 | 3+ | 5/6 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
In Midnight Clad
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, GUNNER
Night Lord Warrior
APL
3
MOVE
3⬤
SAVE
3+
WOUND
12
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Boltgun | 4 | 3+ | 3/4 |
Chainsword | 5 | 3+ | 4/5 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
In Midnight Clad
NEMESIS CLAW, CHAOS, HERETIC ASTARTES, NIGHT LORD, WARRIOR
Strategic Ploys
Nightmare Manifest
Preysight
The Black Hunt
We Have Come For You
Firefight Ploys
Death To The False Emperor
Out Of The Darkness
Proclivity For Murder
Vox Scream
Equipment
Flayed Skin
The operative gains the following ability for the battle:
Flayed Skin: While this operative is Visible To and within ◼ of an enemy operative, your opponent cannot re-roll attack or defence dice for that enemy operative.
Grisly Trophy*
The operative gains the following ability for the battle:
Grisly Trophy: While this operative is Visible To and within ◼ of an enemy operative, subtract 1 from the Attacks characteristic of that enemy operative's Ranged and Melee weapons.
Chain Snare
Chain Snare: While only one enemy operative is within Engagement Range of this operative, that enemy operative is Snared. Each time a snared enemy operative would perform the Fall Back action, roll 1D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is Injured. On a 4+, that enemy operative cannot perform that action, but no AP are subtracted.
Suspensor System
The operative gains the following ability for the battle:
Suspensor System: The Heavy special rule of this operative's ranged weapons is treated differently. Instead, an ooperative cannot move more than 3⬤ in the same activation in which it performs the Shoot action with any of those ranged weapons.
Combat Blade
Name | A | WS | D |
---|---|---|---|
Combat Blade | 4 | 3+ | 3/5 |
Frag Grenade*
Name | A | WS | D |
---|---|---|---|
Frag Grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Lim |
Krak Grenade*
Name | A | WS | D |
---|---|---|---|
Krak Grenade | 4 | 3+ | 4/5 |
Special Rules | |||
Rng ⬟, AP1, Indirect, Lim, No Overwatch |
Rare Equipment
Macabre Adornments
Macabre Adornments: Each time an enemy operative is activated, if this operative is Visible To and within ◼ of it, subtract 1 from its APL.
Elixir Of Misery
Elixir Of Misery: Keep a Misery tally for this operative. Each time an operative is incapacitated, add 1 to the Misery tally. Once per battle, when this operative is activated, you can use this ability. If you do so, this operative regains a number of lost Wounds equal to your Misery tally (to a maximum of 8).
Malign Etchings
Malign Etchings: Each time a shooting attack is made against this operative, in the Roll Attack Dice step of that shooting attack, your opponent cannot retain attack dice as critical hits (they must be retained as normal hits instead).
Infernal Ichor
Infernal Ichor:
- Change the Blast ⬤ special rule of this operative's Terrorchem Vial to Blast ◼.
- Change the distance requirement for this operative's Poison Objective action to ◼ (instead of ⬤).
Chainweb
Chainweb: Unless they being a move outside of this operative's Engagement Range and can FLY, enemy operatives cannot move out of this operative's Engagement Range.
Harbinger's Helm
Harbinger's Helm: For the purposes of this operative's Prescience ability, add 3 Prescience tokens to your pool (do not roll 1D3).
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Nemesis Claw
Sow Terror
- If a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range, and that enemy operative is within ⬤ of an objective marker that is both in your opponent's territory and not on the centre line, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP.
Dread Tale, Dark Rumour
- If a friendly NEMESIS CLAW operative is within ⬟ of your opponent's killzone edge, you score 1 VP.
- If a friendly NEMESIS CLAW operative is within ⬟ of an enemy operative, you score 1 VP.
Hunt The Weak
- If a friendly NEMESIS CLAW operative incapacitates an enemy operative within its Engagement Range that has an unmodified Wounds characteristic of 7, and that enemy operative is more than ⬟ from all other enemy operatives, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP