Cadian Veteran Squad

Homebrew by Dionel247
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Composition

A CADIAN KillTeam is composed of:

1 CADIAN Sa operative with the following: Boltgun; bayonet Or one option from each of the following: Bolt pistol, plasma pistol or relic laspistol Chainsword or power weapon 4 TROOPER operatives* 9 CADIAN operatives selected from the following list: BRUISER CONFIDANT with one of the following options: Boltgun or lasgun; bayonet Bolt pistol or relic laspistol; chainsword GUNNER with bayonet and flamer GUNNER with bayonet and grenade launcher GUNNER with bayonet and meltagun GUNNER with bayonet and plasma gun MEDIC SAPPER SNIPER SPOTTER TROOPER VETERAN VOX-OPERATOR ZEALOT Other than TROOPER operatives, your kill team can only include each operative on this list once.

Ancillary Support Ancillary Support are operatives and tactical assets that supplement existing kill teams. The Ancillary Support options listed below can only be taken with CADIAN GUARDSMAN kill teams, and only as specified above.

Cadian Troopers This Ancillary Support consists of 4 CADIAN TROOPER operatives.

Veteran Guardsman Tactical Assets This Ancillary Support consists of 2 tactical assets. Tactical assets are not operatives, therefore are not recorded on your roster/dataslate. Each time you select this asset, select two options from the list below to use in the battle. You can select each option once.

• Artillery Barrage • Marked Air Strike • Guided Missile • Strafing Run

If you have any tactical assets that can be used, during the Firefight phase, when you would activate a Ready friendly operative, you can use one of your tactical assets instead. Select one of your tactical assets and resolve its effects. When doing so, treat that asset as a friendly operative. After you have done so, your opponent activates one of their operatives as normal. You can use no more than one tactical asset per Turning Point, and each tactical asset you have can be used once per battle.

Artillery Barrage Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon’s special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action. Name A BS/WS D Artillery Barrage 6 5+ 2/3 Special Rules: Barrage, Blast , Indirect

Marked Air Strike Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon’s special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action. Name A BS/WS D Marked Air Strike 5 4+ 3/4 Special Rules ! Barrage, Blast -

Guided Missile Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rule, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action. Name A BS/WS D Guided Missile 4 3+ 4/6 Special Rules ! AP1 -

Strafing Run Select one enemy operative in a friendly VETERAN GUARDSMAN operative’s Line of Sight to be the mark. Then place a Strafing Run token anywhere in the killzone (if you have a killzone edge, it cannot be placed closer to your edge than the mark is). Draw an imaginary line, 1 mm wide, with unlimited height above and below between any part of the base of the mark and the centre of that Strafing Run token. Using the ranged weapon below, make a shooting attack against the mark and each other operative that has a base crossed by that line. For those shooting attacks, when determining if an other operative is a valid target and if it is in Cover, draw Visibility and Cover lines from the mark, and if they are in Cover provided by Light terrain or another operative, they are treated as having an Engage order for that attack instead. Name A BS/WS D Strafing Run

Sargeant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
3+
3/4
Boltgun
4
3+
3/4
Plasma Pistol
Standard (RNG 8", PRC1)
4
4+
3/5
Supercharge (RNG 8", PRC1, Lethal 5+)
4
4+
4/5
Relic Laspistol (Rng 8", Lethal 5+)
4
3+
2/4
Bayonet
4
3+
2/3
Chain Sword
4
3+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
MPERIUM, ASTRA MILITARUM, LEADER, CADIAN
Equipment
Ploys
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.