Playing versus Nemesis Claw
Key mechanics: Astartes, In Midnight Clad.
Operatives
- Night Lord Fearmonger — Crits from its Terrorchem weapons (vial or tainted blade) apply a Terrorchem token — D3 damage each time that operative activates; 1 AP: poison an objective — first enemy without a token to contest it takes 2D3 damage + gets token
- Night Lord Visionary — D3 Prescience points per TP: spend 1 to skip a friendly activation, or to ignore Normal Dmg dealt to the Visionary itself; 1 AP: convert a Prescience point into 1 CP (once per TP)
- Night Lord Screecher — Enemies within 3" cannot re-roll attack dice; Lethal 4+ on lightning claws against wounded enemies (any wounds lost, not just injured)
- Night Lord Skinthief — On melee kill: locks one nearby enemy out of controlling markers and mission actions until next TP; Reduces incoming melee damage by 1 (on hits of 3+)
- Night Lord Ventrilokar — +1 control APL on objectives; 1 AP: pick one -- -1 APL, change order, or force Dash an enemy within 6" (each option once per battle)
- Night Lord Warrior — Weapons gain Lethal 5+ against injured enemies or those with 7 or fewer wounds