Veteran Task Force
Composition
A VETERAN TASK FORCE KillTeam is composed of:
-
3 VETERAN TASK FORCE operatives selected from the following
- Chaplain Veteran
- Tech Veteran
- Infiltrator Veteran
- Eliminator Veteran
- Eradicator Veteran
At the end of the Select Operatives phase, select one friendly Operative. That Operative retains the LEADER keyword and the Duty and Honor ability while all other active operatives loose the keyword and ability.
Common Abilities and Options
Astartes:
During each friendly VETERAN TASK FORCE operative's activation, it can perform either two Shoot actions or two Fight actions.
Each friendly VETERAN TASK FORCE operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.
Duty and Honor (1AP):
Select one other friendly operative that is visible to and within 10" of. That friendly operative can then perform a 2APL activation for free, but cannot move more than 5" during that action, shoot, charge, or use Duty and Honor. This activation does not count as a counteract and can be used on any friendly operative as long as they are not incapacitated.
FACTION RULE - Power Armor:
For every point of damage this operative takes, roll a d6. For every result of a 5+, reduce the damage by 1.
Chaplain Veteran
A 4
M 10"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-Weapon | |||
| Plasma - Standard (Prc1) | 5 | 3+ | 4/6 |
| Plasma - Supercharged (Hot, Lethal 5+, Prc1) | 5 | 3+ | 5/6 |
| Bolter (PrcCrit2, Acc1) | 4 | 3+ | 3/5 |
| Astartes Fists | 4 | 3+ | 4/4 |
Abilities
Astartes1AP: Duty and HonorFACTION RULE - Power ArmorLitaniesTech Veteran
A 4
M 10"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Plasma Incinerator | |||
| Standard (Prc1, Punishing) | 5 | 4+ | 5/6 |
| Supercharged (Hot, Lethal 5+, Prc1, Punishing) | 5 | 4+ | 6/7 |
| Chainsword (Severe, Stun) | 4 | 3+ | 4/5 |
Abilities
Astartes1AP: Duty and HonorFACTION RULE - Power Armor1AP: SearchlightInfiltrator Veteran
A 4
M 12"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Rifle (PrcCrits2, Acc1, Balanced) | 5 | 3+ | 4/5 |
| Stalker Knife (Dev2, Ceaseless) | 3 | 2+ | 4/3 |
Abilities
AstartesDisruptor Field1AP: Duty and HonorFACTION RULE - Power ArmorInfiltrationEliminator Veteran
A 4
M 10"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Sniper Rifle | |||
| Heavy (Dev3, Hvy, Lethal 5+, Silent) | 2 | 2+ | 7/7 |
| Mobile (Dev2, Lethal 5+, Silent) | 2 | 3+ | 5/6 |
| Astartes Fists | 4 | 3+ | 4/4 |
Abilities
Astartes2AP: Auspex Scan1AP: Duty and HonorFACTION RULE - Power ArmorEradicator Veteran
A 4
M 10"
S 3+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Multi-melta | |||
| Focused (Dev5, Hvy(Repos), Prc2, Rng8") | 4 | 3+ | 6/3 |
| Spray (Dev4, Hvy(Repos), Prc1, Tor2", Rng7") | 4 | 4+ | 5/3 |
| Multi-melta (Dev3) | 4 | 3+ | 4/3 |
Abilities
Astartes1AP: Duty and HonorFACTION RULE - Power Armor1AP: Melta BreachGrenade Proficiency
Select one friendly operative. That operative has the GRENADIER keyword and the following ability:
Grenadier This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
Action Proficiency
Twice per turning point during a friendly operative's activation, one action may be performed for 0AP that is not a shoot or fight action.
Weapon Proficiency
All melee weapons equiped by friendly operatives gain the Punishing weapon rule.
Ballistic Proficiency
All ranged weapons equiped by friendly operatives gain the Rending weapon rule.
Universal Equipment
Ammo Cache (x1)
(Universal)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: AMMO RESUPPLY (0 AP): 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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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:
Move With Barricade (1 AP): 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)
(Universal)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.
SMOKE GRENADE (1 AP):
- 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)
(Universal)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.
STUN GRENADE (1 AP):
- 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)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)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.
Strategy Ploys
Strategy: Servo-Skull
Select one objective marker. That objective marker now has a Servo-Skull. An objective marker with a Servo-Skull is considered being controlled by the owner of the Servo-Skull, until enemy APL is higher on that objective marker, or until the end of the turning point. At the end of the turning point, all Servo-Skulls controlling an objective marker may perform the mission action on that objective marker.
Strategy: Stimulants
Select one friendly operative and one Stimulant from below. That friendly operative recieves the effects of the Stimulant until the end of the turning point:
Med Stimulant: Heal D6+2 wounds to this friendly operative. This is not a reoccuring effect.
Combat Stimulant: When this friendly operative is shot at, you may retain one additional save.
Concentration Stimulant: This friendly operative gains 1 AP, however cannot perform a mission action and shoot or charge in the same activation.
Strategy: Destroy the Heretic
Select three enemy operatives. If those enemy operatives have the CHAOS keyword, whenever a friendly operative incapacitates a selected operative, that friendly operative can perform an additional shoot, fight, or charge action for 0AP. If those enemy operatives have the HERETIC ASTARTES keyword, whenever a friendly operative incapacitates a selected operative, that friendly operative gains 1 AP until the start of their next activation.
Strategy: Annihalate the Xenos
Select three enemy operatives. If those operatives have neither the IMPERIUM or CHAOS keywords, whenever a friendly operative shoots at or fights one of these selected operatives, their weapons gain the Relentless weapon rule.
Firefight Ploys
Firefight: Transhuman Speed
Use this firefight ploy during a friendly VETERAN TASK FORCE operative's activation. That operative may use the Reposition action for 0AP, and move an additional 3".
Firefight: Terrifying Resilience
Use this firefight ploy when a friendly VETERAN TASK FORCE operative uses the Power Armor faction rule. Instead of a 5+, reduce the damage by 1 on a result of a 4+. This only applies to one attack sequence.
Firefight: Will of the Emperor
Use this firefight ploy when a friendly VETERAN TASK FORCE operative is incapacitated. All friendly operatives, if able, may immediately perform either a shoot or fight action against the enemy operative that incapacitated the friendly operative. If that enemy operative is incapacitated in this way, all friendly operatives recieve the AVENGE THE FALLEN ability until the end of the battle.
AVENGE THE FALLEN This friendly operative cannot be injured and their movement is increased by 2".
Firefight: Cool the Power Pack
Use this firefight ploy when a friendly VETERAN TASK FORCE operative has performed any action that is not a fight or shoot action. This friendly operative can immediately perform another action of the same type for 0AP. This does not apply to actions that natively have a limit of once per turning point.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
Grenade Proficiency:
Select one friendly operative. That operative has the GRENADIER keyword and the following ability:
Grenadier This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
Action Proficiency:
Twice per turning point during a friendly operative's activation, one action may be performed for 0AP that is not a shoot or fight action.
Weapon Proficiency:
All melee weapons equiped by friendly operatives gain the Punishing weapon rule.
Ballistic Proficiency:
All ranged weapons equiped by friendly operatives gain the Rending weapon rule.
Ploys
Strategic - Servo-Skull:
Select one objective marker. That objective marker now has a Servo-Skull. An objective marker with a Servo-Skull is considered being controlled by the owner of the Servo-Skull, until enemy APL is higher on that objective marker, or until the end of the turning point. At the end of the turning point, all Servo-Skulls controlling an objective marker may perform the mission action on that objective marker.
Strategic - Stimulants:
Select one friendly operative and one Stimulant from below. That friendly operative recieves the effects of the Stimulant until the end of the turning point:
Med Stimulant: Heal D6+2 wounds to this friendly operative. This is not a reoccuring effect.
Combat Stimulant: When this friendly operative is shot at, you may retain one additional save.
Concentration Stimulant: This friendly operative gains 1 AP, however cannot perform a mission action and shoot or charge in the same activation.
Strategic - Destroy the Heretic:
Select three enemy operatives. If those enemy operatives have the CHAOS keyword, whenever a friendly operative incapacitates a selected operative, that friendly operative can perform an additional shoot, fight, or charge action for 0AP. If those enemy operatives have the HERETIC ASTARTES keyword, whenever a friendly operative incapacitates a selected operative, that friendly operative gains 1 AP until the start of their next activation.
Strategic - Annihalate the Xenos:
Select three enemy operatives. If those operatives have neither the IMPERIUM or CHAOS keywords, whenever a friendly operative shoots at or fights one of these selected operatives, their weapons gain the Relentless weapon rule.
Firefight - Transhuman Speed:
Use this firefight ploy during a friendly VETERAN TASK FORCE operative's activation. That operative may use the Reposition action for 0AP, and move an additional 3".
Firefight - Terrifying Resilience:
Use this firefight ploy when a friendly VETERAN TASK FORCE operative uses the Power Armor faction rule. Instead of a 5+, reduce the damage by 1 on a result of a 4+. This only applies to one attack sequence.
Firefight - Will of the Emperor:
Use this firefight ploy when a friendly VETERAN TASK FORCE operative is incapacitated. All friendly operatives, if able, may immediately perform either a shoot or fight action against the enemy operative that incapacitated the friendly operative. If that enemy operative is incapacitated in this way, all friendly operatives recieve the AVENGE THE FALLEN ability until the end of the battle.
AVENGE THE FALLEN This friendly operative cannot be injured and their movement is increased by 2".
Firefight - Cool the Power Pack:
Use this firefight ploy when a friendly VETERAN TASK FORCE operative has performed any action that is not a fight or shoot action. This friendly operative can immediately perform another action of the same type for 0AP. This does not apply to actions that natively have a limit of once per turning point.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.