Fearmonger

(Unit)
Type: model
Category: Operative
Categories: Nemesis Claw, Chaos, Heretic Astartes, Fearmonger, Operative
EntryId: 8614-9d97-71f5-d1ea
Hidden: false
Options (3)
Rules (2)
Astartes
During each friendly NEMESIS CLAW operative’s activation, it can perform either two **Shoot** actions or two **Fight** actions. If it’s two **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’s more than 6" from enemy operatives it’s visible to. 
- It has Heavy terrain within its control range, or any part of its base is underneath Vantage terrain.

Profiles:

Operative APLMoveSaveWounds
Fearmonger

3

6"

3+

14

Abilities
Terrorchem Poison:

In the Ready step of each Strategy phase, D3 damage is separately inflicted on each operative that has one of your Terrorchem tokens.

*Terrorchem:

*Terrorchem: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Terrorchem tokens (if it doesn’t already have one).

Unique Actions
Poison Objective (1AP):

▶ Select one objective marker this operative controls to gain one of your Terrorchem tokens. It cannot be an objective marker within control range of an enemy operative, or one that already has one of your Terrorchem tokens. The first time that objective marker is within control range of an enemy operative that doesn’t have one of your Terrorchem tokens, that operative gains that Terrorchem token, then inflict 2D3 damage on it (if it’s during an action, at the end of that action). ◆ This operative cannot perform this action while within control range of an enemy operative.

Modifiers:

set max(force) 1
force is Kill Team