Nemesis Claw

InfiltrationSeek & Destroy
KILL GRADE [6]
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What to Know

Introducing the Nemesis Claw! This elite 6-operative Heretic Astartes kill team is a flexible, durable force that excels at both shooting and melee. With the 'Astartes' rule, each operative can perform two Shoot or two Fight actions per activation, making them adaptable to any situation. They're tough with 3+ saves and 14-15 wounds, and their 'In Midnight Clad' rule grants extra obscurity for survivability. Unique operatives like the Visionary psyker and Fearmonger with terrorchem add strategic depth. Ploys like 'The Black Hunt' and 'We Have Come for You' enhance their lethality, especially against wounded foes. Whether you're blasting with boltguns or charging with chainswords, Nemesis Claw brings relentless pressure to the battlefield!

Core Abilities

Unusual Shooting
Strategic Ploy: Preysight: enemy within 6" cannot use Light terrain for cover.
Unusual Melee
Firefight Ploy: Dirty Fighter: strike first when retaliating
Super Conceal
Out of Order Movement
Strategic Ploy: Return to Darkness: immediate free Fall Back or RepositionFirefight Ploy: Proclivity For Murder: free Charge or Dash after incapacitating
Activation Manipulation
Firefight Ploy: Vox Scream: prevent opponent activation if D6 roll exceeds APL.Operative: Disconcerting Mimicry: change enemy operative's order or force dash.Operative: Foreboding: skip friendly activation by spending Prescience points.
APL Modifiers
Ventrilokar: Subtracts 1 APL from enemy with Disconcerting Mimicry.Comms Jammers: Prevents addition to enemy APL within 3".
Bitter Demise
Block Rerolls
Operative: Screecher: cannot reroll attack dice within 3"Flayed Skin: cannot reroll attack dice results of 1 within 2"
Damage Reduction
Operative: Portent: ignore normal damage by spending Prescience points.Operative: Tyrant Of The Skinning Pits: reduce damage by 1 when fighting or retaliating.

Faction Rules

  • Astartes: Nemesis Claw operatives can perform two Shoot or two Fight actions per activation, with bolt weapon restrictions.
  • In Midnight Clad: Nemesis Claw operatives are obscured when over 8" away and near Heavy or Vantage terrain.

Strategic Ploys

  • The Black Hunt: reroll one attack die against wounded enemy
  • We Have Come for You: inflict D3 damage after charging
  • Preysight: ignore Light terrain cover within 6 inches
  • Return to Darkness: free Fall Back or Reposition to cover

Firefight Ploys

  • Death To The False Emperor: Weapons gain Ceaseless or Relentless vs Imperium targets.
  • Vox Scream: Roll D6 to potentially block enemy activation.
  • Proclivity For Murder: Free Charge or Dash after incapacitating an enemy.
  • Dirty Fighter: Resolve one success early during retaliation.

Equipment

  • Chain Snare: Prevents enemy Fall Back actions on certain dice rolls
  • Flayed Skin: Enemy cannot reroll attack dice results of 1 within 2"
  • Grisly Trophy: Once per battle, reduces enemy Atk stat by 1 when visible within 2"
  • Comms Jammers: Prevents APL increases on enemies within 3"

Operative Selection

OPERATIVES

  • ↘ 1 Nemesis Claw 💀 VISIONARY operative 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

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

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment