Cadian Veteran Squad

Homebrew by Callidus

Cadian Veteran Squads are formed from seasoned soldiers who have survived the harshest campaigns and emerged as disciplined, dependable professionals. Fighting with practiced coordination, steady volleys and iron resolve, they embody the battlefield doctrine for which Cadia was long renowned.

100% positive
Composition

↘ 1 CADIAN VETERAN SQUAD SERGEANT operative with one of the following options:

  • Drum-fed autogun; bayonet
  • Bolt pistol; chainsword
  • Relic laspistol; chainsword

↘ 9 CADIAN VETERAN SQUAD operatives selected from the following list:

  • ASSAULTER
  • CORPORAL with one of the following options:
    • Lasgun; bayonet
    • Bolt pistol; chainsword
    • Relic laspistol; chainsword
  • FIELD MEDIC
  • GRENADIER
  • GUNNER with bayonet and flamer
  • GUNNER with bayonet and grenade launcher
  • GUNNER with bayonet and meltagun
  • GUNNER with bayonet and plasma gun
  • MARKSMAN
  • SPOTTER
  • TROOPER
  • VANGUARD
  • VOX-OPERATOR

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

Common Abilities and Options

Heavy Weapons Support:
Once during each turning point, when a friendly CADIAN VETERAN SQUAD operative is activated, before or after it performs an action, if it is not within control range of an enemy operative, you can direct one HEAVY WEAPONS SUPPORT asset. If you do, that operative cannot perform the Shoot action during that activation. Select one enemy operative visible to that friendly operative and make a shooting attack against it using that asset’s weapon profile. For the purposes of determining a valid target, cover and obscured, treat that friendly operative as the active operative. This is not an action.

 

Your kill team has access to each of the following HEAVY WEAPONS SUPPORT assets:

 

Missile Launcher — 4 attacks, 4+, 5/7, Piercing 1

 

Heavy Bolter — 4 attacks, 4+, 4/5, Piercing Crits 1, Torrent 1”

 

Lascannon — 4 attacks, 4+, 4/6, Piercing 2, Severe

 

Mortar — 4 attacks, 4+, 3/5, Blast 2”

 

Each HEAVY WEAPONS SUPPORT asset can only be used once per battle. You cannot direct more than one HEAVY WEAPONS SUPPORT asset per turning point.

Experienced Riflemen:
Whenever a friendly CADIAN VETERAN SQUAD operative is shooting an enemy operative that has been shot by another friendly CADIAN VETERAN SQUAD operative during this turning point and selects a lasgun, that friendly operative’s lasgun has the Accurate 1 and Severe weapon rules.

SERGEANT
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Relic Laspistol (Range 8", Lethal 5+)
4
3+
2/4
Drum-fed Autogun (Ceaseless)
4
3+
2/3
Bayonet
4
3+
2/3
Chainsword (Rending)
4
3+
4/5
Abilities
Bring It Down!Heavy Weapons SupportVeteran Officer

Bring It Down!: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative. Until the end of the turning point, whenever a friendly CADIAN VETERAN SQUAD operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Punishing weapon rule.

Veteran Officer: You can do each of the following once per battle if this operative is in the killzone:

 

• Use a CADIAN VETERAN SQUAD strategy ploy for 0CP.

 

• Use a CADIAN VETERAN SQUAD firefight ploy for 0CP.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
CORPORAL
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
4+
3/4
Relic Laspistol (Range 8", Lethal 5+)
4
4+
2/4
Lasgun
4
4+
2/3
Bayonet
4
4+
2/3
Chainsword (Rending)
4
4+
4/5
Abilities
Experienced RiflemenFire Team LeaderHeavy Weapons SupportStay in Formation!

Fire Team Leader: Once during each turning point, when this operative is activated, you can select one other ready friendly CADIAN VETERAN SQUAD operative visible to and within 6” of it. When this operative is expended, activate that other friendly operative before your opponent activates.

Stay in Formation!: 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 use the Bring It Down! rule as if it were a SERGEANT operative.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, CORPORAL
ASSAULTER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Combat Blade
4
3+
3/4
Abilities
Break Their Ranks!BruiserExperienced RiflemenHeavy Weapons Support

Break Their Ranks!: Whenever this operative performs the Fight action, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards. This takes precedence over action restrictions, and you cannot perform more than two Fight actions in succession as a result of this rule.

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.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, ASSAULTER
FIELD MEDIC
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Experienced RiflemenHeavy Weapons SupportMedic!1AP: Medikit

Medic!: Medic!: The first time during each turning point that another friendly CADIAN VETERAN SQUAD 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 the 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’s a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly CADIAN VETERAN SQUAD 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.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, MEDIC
GUNNER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Flamer (Range 8", Saturate, Torrent 2")
4
2+
3/3
Grenade Launcher (frag) (Blast 2")
4
4+
2/4
Grenade Launcher (krak) (Piercing 1)
4
4+
4/5
Meltagun (Range 6", Dev 4, Piercing 2)
4
4+
6/3
Plasma Gun (standard) (Piercing 1)
4
4+
4/6
Plasma Gun (supercharge) (Hot, Lethal 5+, Piercing 1)
4
4+
5/6
Bayonet
3
4+
2/3
Abilities
Heavy Weapons Support
CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, GUNNER
GRENADIER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Experienced RiflemenFor Cadia!GrenadierHeavy Weapons Support

For Cadia!: Use this rule when this operative is incapacitated, before it is removed from the killzone. Roll two D6, or one D6 if this operative is within control range of an enemy operative. If any result is a 4+, inflict D3+2 damage on each other operative visible to and within 2” of this operative (roll separately for each). If you use this rule, you cannot use the Cadia Stands! firefight ploy with this operative.

Grenadier: This operative can use frag and krak 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 it’s doing so, improve the Hit stat of that weapon by 1.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, GRENADIER
MARKSMAN
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Long-Las (concealed) (Dev 3, Heavy, Silent, Concealed Position*)
4
2+
3/3
Long-Las (mobile)
4
3+
3/4
Long-Las (stationary) (Dev 3, Heavy)
4
2+
3/3
Bayonet
3
4+
2/3
Abilities
*Concealed PositionHeavy Weapons Support

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

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, MARKSMAN
SPOTTER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Call It In!Experienced RiflemenHeavy Weapons Support1AP: Spot

Call It In!: HEAVY WEAPONS SUPPORT assets have the Accurate 1 weapon rule if this operative is the selected friendly CADIAN VETERAN SQUAD operative.

Spot (1AP): SUPPORT. Select one enemy operative visible to this operative. Once during this turning point, whenever a friendly CADIAN VETERAN SQUAD operative within 6" of this operative is making a shooting attack against 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.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, SPOTTER
TROOPER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Adaptive EquipmentExperienced RiflemenHeavy Weapons Support

Adaptive Equipment: You can do each of the following once per turning point:

 

• One friendly CADIAN VETERAN SQUAD TROOPER operative can perform the Smoke Grenade action.

 

• One friendly CADIAN VETERAN SQUAD TROOPER operative can perform the Stun Grenade action.

 

The rules for these actions are found in universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, TROOPER
VANGUARD
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bionic Arm
3
4+
4/5
Bayonet
4
4+
2/3
Abilities
BionicsExperienced RiflemenFollow My Lead!Heavy Weapons Support

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

Follow My Lead!: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, VANGUARD
VOX-OPERATOR
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Experienced RiflemenHeavy Weapons Support1AP: SignalVox-Net Relay

Signal (1AP): SUPPORT. Select one other friendly CADIAN VETERAN SQUAD operative in the killzone. 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.

Vox-Net Relay: In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and isn’t within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 4+, you gain one additional CP.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
Equipment

Overcharged Power Cells:
Once per turning point, when a friendly CADIAN VETERAN SQUAD operative is performing the Shoot action and you select a lasgun, you can use this rule. If you do, until the end of that action, add 1 to both Dmg stats of that weapon.


Combat Daggers:
Friendly CADIAN VETERAN SQUAD operatives have the following melee weapon:

  • Combat Dagger — 3 attacks, 4+, 3/4

Rebreather Helmets:
You can ignore any changes to the APL stat of friendly CADIAN VETERAN SQUAD operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.


Relics of Cadia:
Once per turning point, when a friendly CADIAN VETERAN SQUAD 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.


Ploys

Firefight - Take Aim!:
Use this ploy after an enemy operative performs the Shoot action against a friendly CADIAN VETERAN SQUAD operative, if one other ready friendly CADIAN VETERAN SQUAD operative is not within control range of an enemy operative, that enemy operative is visible to it, and that enemy operative is a valid target for it.

 

That other friendly operative can immediately perform a free Shoot action, but it must target that enemy operative.

You cannot use this ploy if that other friendly operative has a Conceal order, and you cannot use this ploy more than once per turning point.


Firefight - No Step Back!:
Use this ploy during a friendly CADIAN VETERAN SQUAD operative's activation in which it hasn't performed the Fall Back action. Until the end of that operative’s activation, its weapons have the Balanced weapon rule.


Firefight - Cadia Stands!:
Use this firefight ploy when a ready friendly CADIAN VETERAN SQUAD operative is incapacitated, if it isn’t within control range of enemy operatives. Before it’s removed from the killzone, it can immediately perform a free Shoot action or a free mission action, and you can change its order to do so if required. Note that friendly operative is injured for the duration of that action.


Firefight - Suppressive Fire!:
Use this firefight ploy when a friendly CADIAN VETERAN SQUAD operative performs the Shoot action with a lasgun, and you select an enemy operative within 6” of it as a valid target. Until the end of that action, that lasgun has the Stun weapon rule.

If that operative is the first friendly operative to perform the Shoot action during this turning point, that lasgun also has the Piercing 1 weapon rule for that action.


Strategic - Get Into Cover!:
Whenever an operative is shooting a friendly CADIAN VETERAN SQUAD operative that’s in cover, you can re-roll one of your defence dice.


Strategic - Fix Bayonets!:
Friendly CADIAN VETERAN SQUAD operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly CADIAN VETERAN SQUAD operative is performing the Charge action, its melee weapons also have the Severe weapon rule.


Strategic - Get Back In the Fight!:
You can ignore any changes to the stats of friendly CADIAN VETERAN SQUAD operatives from being injured (including their weapons’ stats).


Strategic - Move! Move! Move!:
Select one friendly CADIAN VETERAN SQUAD operative that is not within control range of enemy operatives. That operative, and each other friendly CADIAN VETERAN SQUAD operative that’s within 3" 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 must end that move closer to an objective marker, enemy operative, or your opponent’s drop zone. You cannot use this ploy during the first 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 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.