Veteran Task Force

Homebrew by ThatOneCasuL

A compilation of the Strongest and best Adeptus Astartes acting in the will of the emperor.

-This is a KT with space marines at the strength they should be. For kill op, it goes: -Kill Grade 1: 1 Operative Incapacitated -Kill Grade 2: 1 Operative Incapacitated -Kill Grade 3: 2 Operatives Incapacitated -Kill Grade 4: 2 Operatives Incapacitated -Kill Grade 5: 3 Operatives Incapacitated

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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 ArmorLitanies

Litanies: At the start of this operative's turn, select one of the following Litanies and one friendly operative. That friendly operative recieves the effects of the Litanies until the next turning point, or until either of the operatives are incapacitated.

-Litany of Death: This friendly operative's weapons gain [Lethal 5+].

-Litany of Sorrow: All enemy operatives within Control Range of this one has -1APL until the next turning point.

-Litany of Truth: This friendly operative may use a mission action for 0AP during their activation.

32VETERAN TASK FORCE, IMPERIUM, ADEPTUS ASTARTES, LEADER, CHAPLAIN VETERAN
Tech 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: Searchlight

Searchlight (1AP): Select one enemy operative that is visible to this one. That Operative is now ILLUMINATED. Whenever a friendly operative attacks an ILLUMINATED operative, add 1 to the hit roll and all weapons gain the Saturate Weapon rule when targeting that operative. ILLUMINATED remains in effect until either operative is incapacitated, a new operative is ILLUMINATED, or that enemy operative is no longer visible to this one.

32VETERAN TASK FORCE, IMPERIUM, ADEPTUS ASTARTES, LEADER, TECH VETERAN
Infiltrator 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 ArmorInfiltration

Disruptor Field: This friendly operative is always considered to be in cover.

Infiltration: When setting up this operative, this operative may be placed anywhere outside of 6" of the enemy's drop zone and not within control range of any objective markers.

32VETERAN TASK FORCE, IMPERIUM, ADEPTUS ASTARTES, LEADER, INFILTRATOR VETERAN
Eliminator 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 Armor

Auspex Scan (2AP): Select an enemy operative visible to this one. That operative is now REVEALED, and cannot have a CONCEAL order. An operative is REVEALED until this friendly operative is incapacitated or another operative is REVEALED.

32VETERAN TASK FORCE, IMPERIUM, ADEPTUS ASTARTES, LEADER, ELIMINATOR VETERAN
Eradicator 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 Breach

Melta Breach (1AP): Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain. Any operative within 3" of the terrain feature that is behind the placed Breach marker must take d6+1 Damage, including friendly operatives. This operative cannot use this ability and shoot in the same activation.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.

32VETERAN TASK FORCE, IMPERIUM, ADEPTUS ASTARTES, LEADER, ERADICATOR VETERAN
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.