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.

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Composition

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

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

↘ 4 CADIAN VETERAN SQUAD TROOPER operatives

↘ 8 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*
  • IRONSCAR
  • SNIPER*
  • SPOTTER*
  • TROOPER
  • VOX-OPERATOR

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

*You cannot select more than 3 of these operatives combined.

Common Abilities and Options

Heavy Weapons Support:
Before the battle, select three HEAVY WEAPONS SUPPORT assets available to your kill team. You can select the same asset more than once.

 

Once during each turning point, when a friendly CADIAN VETERAN SQUAD operative with an Engage order performs the Shoot action, if it is not within control range of enemy operatives, you can direct one unused HEAVY WEAPONS SUPPORT asset instead of selecting one of its ranged weapons.

 

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. After that shooting attack, that selected HEAVY WEAPONS SUPPORT asset is expended.

 

Each selected HEAVY WEAPONS SUPPORT asset can only be directed once per battle. If you select the same HEAVY WEAPONS SUPPORT asset more than once, each selection is treated as a separate asset. You cannot direct more than one HEAVY WEAPONS SUPPORT asset per turning point.

 

HEAVY WEAPONS SUPPORT assets are not affected by rules that modify friendly operatives' weapons unless that rule specifically refers to HEAVY WEAPONS SUPPORT assets.

Volley Fire:
Whenever a friendly CADIAN VETERAN SQUAD operative is shooting an enemy operative that was selected as the primary target of another friendly CADIAN VETERAN SQUAD operative’s Shoot action during this turning point, and you select a lasgun, that lasgun has the Accurate 1 and Severe weapon rules.

 

HEAVY WEAPONS SUPPORT attacks are ignored for the purposes of this rule.

[HWS] Autocannon:
Once during a turning point, when a friendly CADIAN VETERAN SQUAD operative with an Engage order performs the Shoot action, if it is not within control range of enemy operatives, you can direct the following HEAVY WEAPONS SUPPORT asset instead of selecting one of its ranged weapons:

 

Autocannon — 4 attacks, 4+, 4/6, Torrent 1”

[HWS] Heavy Bolter:
Once during a turning point, when a friendly CADIAN VETERAN SQUAD operative with an Engage order performs the Shoot action, if it is not within control range of enemy operatives, you can direct the following HEAVY WEAPONS SUPPORT asset instead of selecting one of its ranged weapons:

 

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

[HWS] Lascannon:
Once during a turning point, when a friendly CADIAN VETERAN SQUAD operative with an Engage order performs the Shoot action, if it is not within control range of enemy operatives, you can direct the following HEAVY WEAPONS SUPPORT asset instead of selecting one of its ranged weapons:

 

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

[HWS] Missile Launcher:
Once during a turning point, when a friendly CADIAN VETERAN SQUAD operative with an Engage order performs the Shoot action, if it is not within control range of enemy operatives, you can direct the following HEAVY WEAPONS SUPPORT asset instead of selecting one of its ranged weapons:

 

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

[HWS] Mortar:
Once during a turning point, when a friendly CADIAN VETERAN SQUAD operative with an Engage order performs the Shoot action, if it is not within control range of enemy operatives, you can direct the following HEAVY WEAPONS SUPPORT asset instead of selecting one of its ranged weapons:

 

Mortar — 4 attacks, 4+, 3/5, Blast 2”

SERGEANT
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Drum-fed Autogun (Ceaseless)
4
3+
2/3
Relic Laspistol (Rng 8", Lethal 5+)
4
3+
2/4
Bayonet
4
3+
2/3
Chainsword (Rending)
4
3+
4/5
Abilities
Focus Target!Heavy Weapons SupportVeteran Officer
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

Focus Target!: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative visible to a friendly CADIAN VETERAN SQUAD operative to be your target for the turning point. Whenever a friendly CADIAN VETERAN SQUAD operative is shooting against, fighting against or retaliating against your target, that friendly operative’s weapons have the Ceaseless weapon rule. The first time during each turning point that your target is incapacitated, you can select a new enemy operative visible to a friendly CADIAN VETERAN SQUAD operative to be your target for the remainder of the turning point.

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
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!Heavy Weapons SupportVolley Fire
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

Break Their Ranks!: Once during each of this operative’s activations, when this operative ends the Fight or Shoot action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 2" during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activation.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, ASSAULTER
CORPORAL
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Lasgun
4
4+
2/3
Relic Laspistol (Rng 8", Lethal 5+)
4
4+
2/4
Bayonet
4
4+
2/3
Chainsword (Rending)
4
4+
4/5
Abilities
Fire Team LeaderHeavy Weapons SupportStay in Formation!Volley Fire
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

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. An operative activated as a result of this rule cannot activate another operative as a result of the Group Activation rule.

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 Focus Target! rule as if it were a SERGEANT operative.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, CORPORAL
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
Heavy Weapons SupportMedic!1AP: MedikitVolley Fire
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

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, FIELD MEDIC
GRENADIER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
GrenadierHeavy Weapons SupportMelta MineProximity MineVolley Fire
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

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.

Melta Mine: This operative is carrying your Melta 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. That marker cannot be placed within an enemy operative’s control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).

Proximity Mine: The first time your Melta Mine marker is within another operative’s control range, remove that marker and inflict 2D6+3 damage on that operative; if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, GRENADIER
GUNNER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Flamer (Rng 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 (Rng 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
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar
CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, GUNNER
IRONSCAR
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bionic Arm
3
4+
4/5
Abilities
HardenedHeavy Weapons SupportHold the Line!Volley Fire
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

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

Hold the Line!: This operative can perform the Shoot action while within control range of an enemy operative, but only enemy operatives within its control range can be selected as valid targets for that action.

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, IRONSCAR
SNIPER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Long-Las (concealed) (Dev 3, Hvy, Silent, Concealed Position*)
4
2+
3/3
Long-Las (mobile)
4
3+
3/4
Long-Las (stationary) (Dev 3, Hvy)
4
2+
3/3
Bayonet
3
4+
2/3
Abilities
*Concealed PositionHeavy Weapons Support
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

*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, SNIPER
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!Heavy Weapons Support1AP: SpotVolley Fire
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

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
Group ActivationHeavy Weapons SupportVolley Fire
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly CADIAN VETERAN SQUAD TROOPER 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).

CADIAN VETERAN SQUAD, IMPERIUM, ASTRA MILITARUM, TROOPER
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
Heavy Weapons Support1AP: SignalVolley FireVox-Net Relay
Options
[HWS] Autocannon[HWS] Heavy Bolter[HWS] Lascannon[HWS] Missile Launcher[HWS] Mortar

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

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

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

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.


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 - Be Vigilant!:
Use this firefight ploy after an enemy operative shoots against or fights against a friendly CADIAN VETERAN SQUAD operative within 6" of it, and that friendly operative isn’t incapacitated as a result. That friendly operative can immediately perform either a free Shoot or a free Fight action, but you cannot select any other enemy operative as a valid target or to fight against during that action (note that secondary targets from the Blast weapon rule can still be targeted).

 

You cannot direct a HEAVY WEAPONS SUPPORT asset during that free Shoot action.


Firefight - Cadia Stands!:
Use this firefight ploy in the Resolve Attack Dice step, when an attack dice inflicts Normal Dmg on a friendly CADIAN VETERAN SQUAD operative. Ignore the damage inflicted by that attack dice. You cannot use this ploy more than once per turning point.


Firefight - Give No Ground!:
Use this firefight ploy during a friendly CADIAN VETERAN SQUAD operative’s activation, or at the end of the Firefight phase. Select one of your mission markers or an objective marker. Until the end of that activation or until the start of the next turning point respectively, if the total APL of friendly CADIAN VETERAN SQUAD operatives that contest that marker is 2, and the total APL of enemy operatives that contest it is the same, friendly CADIAN VETERAN SQUAD operatives control that marker.


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 enemy operative is the target of the Focus Target! rule during that turning point, the friendly operative's lasgun also has the Piercing 1 weapon rule for that action.


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 - Get Into Cover!:
Whenever an operative is shooting a friendly CADIAN VETERAN SQUAD operative, if you rolled one or fewer successes (including any re-rolls), you can retain one of your fails as a normal success instead of discarding it.


Strategic - Prepare For An Assault!:
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 - Push Forward!:
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.