Cadian Veteran Guardsman

Homebrew by Dionel247

Veterans of the Cadian Defense of the planet Pythos.

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Composition

Operatives A VETERAN GUARDSMAN kill team consists of 10 VETERAN GUARDSMAN operatives and 1 Ancillary Support option.

10 VETERAN GUARDSMAN operatives are selected as follows:

1 SERGEANT VETERAN operative equipped with one of the following options:

  • Boltgun; bayonet.
  • Bolt pistol, laspistol or plasma pistol with a chainsword or power weapon.

9 VETERAN GUARDSMAN operatives selected from the following list:

  • TROOPER VETERAN
  • CONFIDANT VETERAN equipped with one of the following options: Boltgun or lasgun; bayonet. Bolt pistol or laspistol; chainsword.
  • ZEALOT VETERAN
  • MEDIC VETERAN
  • COMMS VETERAN
  • DEMOLITION VETERAN
  • BRUISER VETERAN
  • HARDENED VETERAN
  • SNIPER VETERAN*
  • SPOTTER VETERAN
  • GUNNER VETERAN equipped with a bayonet and grenade launcher*
  • GUNNER VETERAN equipped with a bayonet and meltagun*
  • GUNNER VETERAN equipped with a bayonet and plasma gun*
  • GUNNER VETERAN equipped with a bayonet and flamer *

Other than TROOPER operatives, your kill team can only include each operative on this list once.

*You cannot select more than four of these operatives combined.

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

Trooper Veterans This Ancillary Support consists of 4 TROOPER VETERAN operatives. 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
Common Abilities and Options

Guardsmen Orders:
STRATEGIC GAMBIT and SUPPORT A friendly Cadian Sargeant operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly Cadian operatives within 6" of it to receive. Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

Take Aim! Ranged weapons of operatives that received this order (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule.

Fix Bayonets! Melee weapons of operatives that received this order have the Ceaseless weapon rule.

Dig In! Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

Move! Move! Move! Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

Veteran Sergeant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
4+
3/4
Boltgun
4
4+
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
Abilities
Adaptive OrdersBring It Down!Guardsmen Orders

Adaptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation.

Bring It Down!: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative. Whenever a friendly Cadian operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Punishing weapon rule.

IMPERIUM, ASTRA MILITARUM, LEADER, CADIAN, Sergeant
Bruiser Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Trench Axe (Shock)
4
3+
3/3
Abilities
Bruiser

Bruiser: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success. If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, CADIAN, BRUISER VETERAN
Veteran Corporal
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
4+
3/4
Las Pistol (Rng 8", Lethal 5+)
4
4+
2/4
Boltgun
4
4+
3/4
Relic Lasgun (Lethal 5+)
4
4+
2/3
Gun Butt
4
4+
2/3
Chainsword
4
4+
4/5
Abilities
Follow Me.Guardsmen OrdersSecond in Command

Follow Me.: Whenever this operative is activated, if you have not used the Second in Command rule during the battle, you can select one other ready friendly Cadian operative visible to and within 6" of it. When this operative is expended, activate that other friendly operative before your opponent activates (if that operative is a TROOPER, ignore its Group Activation rule).

Second in Command: If a friendly Sergeant operative is incapacitated and removed from the killzone, you can use this rule. If you do, until the end of the battle, this operative can issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT (even though it is not a Sergeant operative).

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, VETERAN Corporal
Veteran Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Meltagun (Rng 6", Dev 4, Prc2)
4
4+
6/3
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
5/6
Gun Butt
3
4+
2/3
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, GUNNER VETERAN
Veteran Field Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Medic!1AP: Medikit

Medic!: The first time during each turning point that another friendly DEATH KORPS operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly DEATH KORPS operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, GUNNER VETERAN
Veteran Demolisher
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Gun Butt
3
4+
2/3
Remote Detonator (Hvy(Dash), Lim1, Prc1, Sil, *Detonate)
4
2+
5/6
Abilities
*DetonateMine Layer

*Detonate: Do not select a valid target. Instead, shoot against each operative within 2" of your Mine marker, unless Heavy terrain is wholly intervening between that operative and that marker. Each of those operatives cannot be in cover or obscured. Roll each sequence separately in an order of your choice. This weapon cannot be selected if your Mine marker isn’t in the killzone. At the end of the action, remove your Mine marker from the killzone.

Mine Layer: This operative is carrying your Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, DEMOLITION VETERAN, Breacher
Veteran Sniper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Long-Las
Concealed ((Dev3, Hvy, Sil, *Concealed Position))
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev3, Hvy, Sil)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
Camo CloakConcealed Position

Camo Cloak: Whenever an operative is shooting this operative:

If you can retain any cover saves, you can retain one additional cover save. This is not cumulative with improved cover saves from Vantage terrain.

Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, SNIPER VETERAN
Veteran Spotter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Mortar Barrage (Blast 2", Hvy(Dash), Silent)
4
4+
3/5
Gun Butt
3
4+
2/3
Abilities
1AP: Spot

Spot (1AP): SUPPORT

Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly Cadian operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:

That friendly operative’s ranged weapons have the Seek Light weapon rule. That enemy operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, SPOTTER VETERAN
Veteran Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Group Activation

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly VETERAN TROOPERS operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, TROOPER VETERAN
Hardened Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Relic Lasgun (Lethal 5+)
4
4+
2/3
Bionic Arm
3
4+
4/5
Abilities
BionicsVeteran Guardsman

Bionics: Normal Dmg of 3 or more inflicts 1 less damage on this operative.

Veteran Guardsman: Whenever this operative is activated, it can receive one additional GUARDSMAN ORDER.This takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, HARDENED VETERAN
Veteran Vox Operator
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
Relay Orders1AP: Signal

Relay Orders: Once per turning point, when this operative receives a GUARDSMAN ORDER, if it’s not within control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly Cadian operatives in the killzone receive that order, then subtract 1 from this operative's APL stat until the end of its next activation.

Signal (1AP): SUPPORT Select one other friendly Cadian operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, COMMS VETERAN
Zealot Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Gun Butt
3
4+
2/3
Abilities
The Emperor ProtectsUplifting Primer

The Emperor Protects: Whenever an operative is shooting this operative, you can re-roll any of your defence dice.

Uplifting Primer: SUPPORT Whenever a friendly Cadian operative is within 3" of this operative, that friendly operative's weapons have the Severe weapon rule.

Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian, ZEALOT VETERAN
Tactical Assets
A 0
M 0
S 0
W 0
Weapons
ATK
HIT
DMG
Artillery Barrage (Blast 3", Silent, *Barrage, Lim1, *Artillery)
6
5+
2/3
Marked Air Strike (Blast 2", Silent, *Barrage, Lim1, *Air Strike)
5
4+
3/4
Guided Missile (Prc1, Silent, *Barrage, Lim1)
4
4+
3/4
Strafing Run (Silent, *Barrage, Lim1, *Strafing Run)
6
4+
2/3
Abilities
Ancillary SupportBarrageStrafing Run

Ancillary Support: 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.

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.

Whenever a friendly Cadian Veteran operative is using a Tactical Asset, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath Vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by an operative in the killzone, but it comes from above.

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.

VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, Cadian
Equipment

Coordinated Assault:
You gain one extra Tactical Asset to a maximum of 3. You can select one that has already been used during the battle. This takes precedence over the normal Cadian Tactical Asset rules.

Note: You can use no more than one tactical asset per Turning Point.


Combat Blades:

Friendly Cadian operatives have the following melee weapon:

NameAtkHitDMG
Combat Blade34+3/4

Relics Of Cadia:
Once per turning point, when a friendly Cadian operative is shooting, fighting, or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Gas Bombardment:
Once per battle STRATEGIC GAMBIT. Place your Gas marker in the killzone; it cannot be placed underneath Vantage terrain. Whenever an operative is within 3" of that marker, subtract 1 from its APL stat. In the Ready step of the next Strategy phase, remove that marker. Note that an operative's APL stat is only changed while it is within 3" of that marker. If it moves more than 3" from that marker, its APL stat is no longer changed by this rule.


Ploys

Firefight - Combined Arms:
Use this firefight ploy after rolling your attack dice for a friendly Cadian operative, if it is shooting an enemy operative that has been shot by another friendly Cadian operative during this turning point. You can re-roll any of your attack dice.


Firefight - Veteran Leadership:
SUPPORT Use this firefight ploy during a friendly Cadian Veteran Sergeant or Cadian Veteran Corporal operative's activation, before or after it performs an action. It issues a GUARDSMAN ORDER.


Firefight - Cadia Stands!:
Use this firefight ploy when a friendly Cadianoperative is activated and given an Engage order. It receives every GUARDSMAN ORDER. This takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.


Firefight - Fearless Resolve:
Use this firefight ploy when a friendly Cadian operative performs the Shoot action and you are selecting a valid target. Having other friendly Cadian operatives within an enemy operative's control range does not prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack die as a fail, inflict damage equal to the die result on one friendly operative of your choice within control range of the target.


Strategic - Clear The Line:
Friendly Cadian operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly Cadian operative is fighting wholly within your territory, or whenever it’s retaliating, its melee weapons also have the Severe weapon rule. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.


Strategic - Regroup:
SUPPORT Select one friendly Cadian operative that is more than 3" from enemy operatives. Each other friendly Cadian operative within 5" of that operative and not within control range of enemy operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to that operative. Note that a Comms Device from universal equipment only affects the second distance of this rule.


Strategic - Siege Warfare:
Friendly Cadian operatives' ranged weapons have the Saturate and Accurate 1 weapon rules. Saturate: The defender cannot retain Cover saves. Accurate x: You can retain up to x Attack Dice as normal successes without rolling them.


Strategic - Take Cover:
Whenever an operative is shooting a friendly Cadian operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.


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.