Terror Veterans

Homebrew by mark4418

Intended to be either a Tanith or Catachan guard team. Elite guardsmen hardened by the toughest environment and foes. Striking from the shadows and utilizing ambush and guerilla tactics.

You can kitbash this team from Cadian Guardsmen and Arbites.

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Composition

The TERROR VETERANS KillTeam is composed of:

  • 1 SERGEANT one of the options

    • Relic Bolt Pistol and Chainsword
    • Hot-Shot Las Pistol and Power Fist
  • 8 TERROR VETERANS operatives selected

    • TRAP SETTER
    • PISTOLIER
    • GUNNER *
      • Plasma Gun; Gun Butt
      • Melta Gun; Gun Butt
    • GENADIER
    • LONGSHOT *
    • SPOTTER
    • DEADEYE
    • TORCHER *
    • SCOUT
      • Custom Shotgun; Gun Butt
      • Hot-Shot las pistol; t Combat Blade
    • DUELIST
    • WARRIOR
      • Custom Shotgun; Gun Butt
      • Hot-Shot las pistol Combat Blade

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

Your kill team can only include up to 2 Operatives with " * "

Your Kill Team can only include up to 2 Deadeye Operatives

Common Abilities and Options

From Darkness:
This operative may perform a Charge action when Concealed if any of the following conditions are met;

  • Friendly Operative started the action at least 2" vertically above or below the Enemy operative selected for the charge.
  • Friendly Operative is not a valid target to the selected Enemy Operative for the Charge, and is outside of 5"
  • Friendly Operative was not visible to the Selected Enemy Operative for the Charge when the action is declared.

Gritting Persistence:
When this operative is Concealed;

  • May perform a Dash action for 0 AP
  • May Counteract

When this operative is Engaged, may perform a Shoot action for 0 AP but weapon gains Heavy (Reposition Only) for that activation.

Tuff it out:
Normal and Critical Damage of 3 or more inflicts 1 less damage on this Operative

When this Operative's APL stat is modified, or at the start of it's activation, may roll a D6. ignore the APL modifier on a 4+.

Sergeant
A 3
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Relic Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/4
Hot-Shot Las Pistol (Rng 8")
4
3+
3/4
Power Fist (Brutal)
4
4+
5/7
Chainsword
4
3+
4/5
Abilities
From DarknessGritting Persistence1AP: Observe and StrategizeTuff it out

Observe and Strategize (1AP): This operative may do either of the following.

  • Once per battle, Opponent must reveal their tac op.
  • Once per turning point, gain 1 CP, and select a visible Friendly Operative within 6" adds 1 to their APL.

You may NOT perform this action if this operative has performed this action this turn, or in the previous Turning Point, or if within Control Range of an enemy operative.

Trap Setter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Las Gun
4
3+
3/4
Frag Shrapnel (Blast 1", Accurate 1, Stun, Devastating 1)
4
2+
3/4
Gun Butt
3
4+
2/3
Abilities
From DarknessGritting PersistenceTrap SetterTuff it out

Trap Setter: During the set up Operatives step, just after the last Equipment is placed, select up to two Traps to deploy. You may select each more than once unless specified.

  • Melta Mine: This counts as Two Traps for the sake of selection. Place up to two Melta Mine Markers outside of 2" from Accessible terrain features and Markers, and outside of 6" from enemy deployment zone, and 2" away from equipment terrain features, with only one side being the "Real" Melta Mine Marker, and place markers faced down, without revealing which is which. When an enemy operative moves within control range of a Melta Mine Marker, flip the marker. If the Marker is "Real", inflict D6+6 damage to enemy operative, if enemy operaitve is not Incapacitated, end the action and stop moving the operative immediately. If this is not possible, place the model as close as possible without moving any further.
  • Frag Nest: Place a Frag Nest Marker outside of 2" from Accessible terrain features and Markers, and outside of 6" from enemy deployment zone, and 2" away from equipment terrain features. When an enemy operative moves within control range of a Frag Nest Marker, resolve the "Frag Shrapnel" ranged attack against all operatives visible to and within 1" of the marker. The ranged attack cannot be modified in any way, ignoring Injury and re-rolls. After this is resolved, remove the marker.
  • Razor Bomb: Place a Razor Bomb marker outside of 6" of enemy deployment zone and outside of 2" of markers and equipment terrain features. When an enemy operative moves within control range of the marker, flip this marker. Whenever an operative is within 2" of the marker, -2" to Move stat, and is inflicted D3 damage. Remove this marker at the end of the next turning point after the marker is flipped.
  • Flare Tripwire: Place a Flare Tripwire marker outside of 6" of enemy deployment zone. The first time an enemy operative moves within 2" of the marker, flip this marker. When Friendly operatives select a valid target, enemy operatives are a valid target if visible to the Friendly operative and within 2" of the marker. Remove the marker at the end of the next turning point after the marker has been flipped.
Pistolier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Dual Hot-Shot Las-pistols
Focused (Rng 8", Ceaseless, Accurate 1)
4
2+
3/4
Salvo (Rng 8", Salvo*)
4
4+
3/4
Hot-Shot Las-Pistol (Shock, Point-Blank*)
3
4+
4/7
Abilities
From DarknessGritting PersistencePoint Blank*Salvo*Tuff it out

Point Blank:* Before rolling attack dice, may reduce ATK stat of this weapon to 2 and add 1 to the one of the dice results.

Salvo:* After resolving an attack with this weapon, select another Enemy Operative to perform a free shooting attack with this weapon profile. This rule can only be used once per activation.

Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Piercing 1)
4
3+
4/6
Overcharged (Piercing 1, Lethal 5+, Hot)
4
3+
5/6
Melta Gun (Rng 6", Devastating 4, Piercing 2)
4
3+
6/3
Gun Butt
3
4+
2/3
Abilities
From DarknessGritting PersistenceTuff it out
Grenadier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Las Pistol (Rng 8")
4
3+
3/4
Grenades Sling (Rng 6", Saturate, Blast 1", Devastating 2, Piercing 1, Limited 1)
4
3+
4/3
Combat Blade
4
3+
4/4
Abilities
From DarknessGrenadierGritting Persistence1AP: I'll take you with me!Tuff it out

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

I'll take you with me! (1AP): This operative is Incapacitated. Perform the Grenades Sling attack against operatives within control range of this operative. If this operative is incapacitated by an enemy operative, may roll a D6, on a 4+, resolve this attack.

LongShot
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Silenced Long-Las
Stationary (Silent, Heavy, Severe, Devastating 3)
4
2+
3/3
Mobile (Accurate 1, Devastating 1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
From DarknessGritting Persistence1AP: OpticsTuff it out

Optics (1AP): Resolve one of the effects.

  • Until the start of this operative's next activation, enemy operatives cannot be Obscured and gain Saturate.
  • Select an enemy operative visible to this operative, when Friendly operatives select valid targets for shooting actions, this operative cannot be obscured, until the end of the turning point.
Spotter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Las Gun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
1AP: Auspex ScanFrom DarknessGritting Persistence1AP: MarkTuff it out

Auspex Scan (1AP): When Friendly Operatives select a valid target, operatives within 8" cannot be obscured

Mark (1AP): Select an enemy operative visible to and within 6", or a valid target, selected operative gains a "Marked" token.

When Friendly Operatives perform Shooting attacks against an operative with a "Marked" token, weapons gain Severe and Seek Light

Deadeye
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Silenced Las Gun
Concealed (Heavy, Silent, Devastating 3, Concealed Position*)
4
2+
3/3
Stationary (Heavy (Dash Only), Devastating 3)
4
2+
3/3
Mobile (Accurate 1)
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Concealed PositionFrom DarknessGritting PersistenceTuff it out

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

Torcher
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer
Standard (Rng 6", Saturate, Torrent 2", Burn*)
4
2+
3/3
Sweep (Rng 4", Saturate, Seek Light, Torrent 0", Burn*)
4
2+
3/3
Overclock (Rng 8", Saturate, Lethal 5+, Devastating 2, Piercing Crits 1, Limited, Hot, Burn*)
4
3+
3/3
Gun Butt
3
4+
2/3
Abilities
Burn*From DarknessGritting PersistenceTuff it out

Burn:* When this weapon deals damage to an operative, that operative gains a Burn token. Whenever an operative gains a Burn token, or starts an activation or counteract with a Burn token, roll a D6. Unless the result is a 6, or this effect takes place when the Burn token is gained, remove the Burn token.

1-3 : Operative has -1 to their APL stat until the end of their next activation.

4-5 : Inflict D3+1 damage to operative.

6 : Inflict 2D3 damage to operative.

Scout
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Custom Shotgun
Buckshot (Rng 6", Accurate 1)
4
2+
3/4
Slug (Rng 8", Severe)
4
3+
4/4
Hot-Shot Las Pistol (Rng 8")
4
3+
3/4
Gun Butt
3
4+
2/3
Combat Blade
4
3+
4/4
Abilities
AcrobatFrom DarknessGritting PersistenceTuff it out

Acrobat: This operative may ignore the first 2" vertical distance when climbing, and 3" vertical distance when dropping (Is not cumulative with rules ignoring the first 2" vertical distance when dropping) and ignore the 1" requirement when passing through accessible terrain.

Duelist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Throwing Blade (Rng 6", Silent, Devastating 4)
4
3+
2/0
Power Weapon (Lethal 5+, Brutal)
5
3+
4/6
Abilities
1AP: Block2AP: CleaveFrom DarknessGritting PersistenceTuff it out

Block (1AP): Until the start of this operative's next activation, when this operative Fights or Retaliates, may resolve the first attack dice to Block.

Cleave (2AP): This action counts is considered a Fight action for the purposes of "Hidden Blade" equipment and "Rip em Apart" Firefight Ploy.

Roll 2D3, inflict damage equal to the result to up to 2 operatives within control range. If any of the 2D3 dice has a result of 1-2, each enemy operative within control range may roll their melee weapon but with an ATK stat of 1 and resolve any successful attacks in any order.

Warrior
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Custom Shotgun
Buckshot (Rng 6", Accurate 1)
4
2+
3/4
Slug (Rng 8", Severe)
4
3+
4/4
Hot-Shot Las Pistol (Rng 8")
4
3+
3/4
Gun Butt
3
4+
2/3
Combat Blade
4
3+
4/4
Abilities
Advanced DeploymentFrom DarknessGritting PersistenceTuff it out

Advanced Deployment: During the set up operatives step, may place this operative within 3" of deployment zone, or outside of 3" enemy territory and within 4" of killzone edge.

Equipment

Hidden Blades:
Melee weapons with "Blade" in the name, and Gun Butts gain the Balanced rule.

Friendly operatives may Fight twice in the same activation.

If using the "Rip em Apart" Firefight ploy, the second Fight action costs 0 AP.


Combat Stims:
As a strategic gambit, up to D3 Friendly Operatives may use this equipment.

At the start or end of a Friendly Operative's action, may use this equipment.

  • Regain D3+3 lost wounds
  • Ignore Injury effects until the end of the next activation

Custom Sights:
Ranged Weapons gain Accurate 1 if targeting an enemy operative outside of 3".

Excluding Plasma Gun, Meltagun, Silenced Long Las, Hot-Shot Silenced Lasgun (Stationary Profile) and weapons with "Grenade" in the name.


Ammo Bandoilier:
Ranged weapons except for those with the "Grenade" name gain Balanced.


Ploys

Firefight - That all you got?!:
Use this Firefight ploy when an operative inflicts damage on a Friendly operative.

This operative may immediately resolve an attack dice.

If this operative is incapacitated as a result of the damage inflicted, add 1 to the damage inflicted to the enemy operative before being removed.


Firefight - Rip em' apart:
Use this firefight ploy when after a Friendly operative resolves a fight action. This operative may perform an additional Fight action within the same activation.


Firefight - On the prowl:
Use this Firefight Ploy at the beginning of the Strategic Phase if you do not have Initiative.

Select a friendly operative to perform a Reposition or Charge action.


Firefight - Take em' down:
Use this firefight ploy when a Friendly operative performs a Shoot or Fight action against an enemy operative with a wounds stat of 11 or higher.

This operative gains a "Take em' Down" Marker

When a friendly operative performs a Shoot, Fight, or Retaliate against an operative with a "Take em Down" marker, inflict an additional 1 damage to one attack dice that deals damage and weapons gain punishing.


Strategic - Dodge and Weave:
Whenever an operative is shooting this operative:

  • Ignore the Saturate Weapon Rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.] This is not cumulative with improved cover saves from Vantage terrain.
  • If you cannot retain any cover saves, may retain save.

Strategic - Ambush Tactics:
When friendly operatives change from Concealed to Engaged, Melee and Ranged weapons gain Ceaseless and when Fighting or Retaliating, you resolve the first attack dice (i.e. defender instead of attacker).


Strategic - Disengagement Measures:
Friendly operatives may either

  • Fall back for -1 AP
  • Or Inflict D3 damage to an enemy operative in Control Range before performing Fall Back action

Strategic - Shrouded in the Dark:
When an operative is shooting this operative:

  • If this operative is outside of 6" and concealed, this operative is Obscured.

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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.