VETERAN SQUAD

Homebrew by Beanmarine3
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Composition

A VETERAN COMPANY KillTeam is composed of:

1 VETERAN operative selected from the following list:

  • CAPTAIN with one option from the following:

    • Plasma pistol and Power fist or Power weapon

    • Relic bolt pistol and Power weapon with Relic shield

  • LIEUTENANT

5 LEGIONARY operatives selected from the following list:

J

LIBRARIAN

CHAMPION

ANCIENT with one of the following options:

  • Bolt Rifle; fists
  • Bolt pistol; chainsword

REIVER

STERNGUARD

BLADEGUARD

GUNNER with one of the following options:

  • Bolt pistol; flamer; fists
  • Bolt pistol; plasma incinerator; fists

HEAVY GUNNER with one of the following options:

  • Bolt pistol; heavy bolter; fists
  • Bolt pistol; multi-melta; fists

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

Common Abilities and Options

Astartes:
During each friendly VETERAN operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them.

Each friendly VETERAN operative can counteract regardless of its order.

Mark of Honor:
Before the battle, when you select a VETERAN operative, you must assign it one of the following keywords: VALOR, STEADFAST, SWIFT, STEADY, or FAITHFUL.

Friendly VETERAN operatives have an additional rule determined by this keyword. In addition, VETERAN ploys have additional benefits for operatives with the relevant keyword.

Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Relic Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Power Fist (Brutal)
5
4+
5/7
Power Weapon with Relic Shield (Lethal 5+)
5
3+
4/5
Power Weapon (Lethal 5+)
5
3+
4/5
Abilities
AstartesFor the Chapter!Mark of HonorRelic Shield

For the Chapter!: Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

Relic Shield:

VETERAN, LEADER IMPERIUM, ASTARTES, CAPTAIN
Lieutenant
A 3
M 6"
S 3+
W 15
Abilities
AstartesMark Of Honor

Mark Of Honor: Before the battle, when you select a VETERAN operative, you must assign it one of the following keywords: VALOR, STEADFAST, SWIFT, STEADY, or FAITHFUL.

Friendly VETERAN operatives have an additional rule determined by this keyword. In addition, VETERAN ploys have additional benefits for operatives with the relevant keyword.

Judiciar
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Relic Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Executioner Relic Blade (Lethal 5+)
5
3+
5/7
Abilities
AstartesMark of HonorRewind The ClockStay Your Ground!

Rewind The Clock: After this operative fights or retaliates, if it is not incapacitated, but it incapacitated an enemy operative during that sequence, it regains D3+1 lost wounds.

Stay Your Ground!: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, roll one D6: on a 3+, that enemy operative cannot perform that action during that activation/counteraction (the AP spent on it is refunded).

VETERAN, IMPERIUM, ASTARTES, JUDICIAR
Champion
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/5
Champion's Blade (Brutal)
5
3+
5/7
Abilities
AstartesMark of HonorRelentless Advance

Relentless Advance: - Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

  • At the end of each enemy operative’s activation or counteraction, you can select an enemy operative within 2" of this operative. This operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.
VETERAN, IMPERIUM, ASTARTES, CHAMPION
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.