Veteran Guardsmen

Homebrew by TheChadNerd

Here you will find a list of the operatives that make up a VETERAN GUARDSMAN kill team, including, where relevant, any wargear those models must be equipped with. On this page you will find additional rules for supplementing a VETERAN GUARDSMAN kill team with additional operatives and tactical assets.

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Composition

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:
    • Lasgun; Combat Knife.
    • Bolt pistol, laspistol or plasma pistol; 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 TROOPER VETERAN operatives can be selected up to nine times, and each other operative above can be selected once.
Sergeant Veteran
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bolt Pistol (8”)
4
3+
3/4
Plasma Pistol
Standard (8”)
4
4+
3/5
Supercharged (8”)
4
4+
4/5
Relic Laspistol (8”)
4
3+
2/4
Combat Knife
3
3+
2/3
Chainsword
4
3+
4/5
Power Weapon
4
3+
4/6
Abilities
0AP: Guardsmen Orders

Guardsmen Orders (0AP): Once in each Strategy phase, when it is your turn to use a Strategic Ploy, if this operative is in the killzone, it can issue a Guardsmen Order. If it does, all friendly VETERAN GUARDSMAN operatives within of and Visible to it are issued a Guardsmen Order.

Each time a friendly operative issues a Guardsmen Order, select one Guardsmen Order below to take effect until the end of the Turning Point. If more than one Guardsmen Order could be issued by your kill team during the Turning Point, e.g. the Inspirational Leadership Tactical Ploy, they must be different Guardsmen Orders.

Move! Move! Move!

Add to the Movement characteristic of each friendly operative that was issued this order.

Take Aim!

Each time a friendly operative that was issued this order makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of 1. This order has no effect on shooting attacks made with the mortar barrage and remote mine ranged weapons, or attacks made with tactical assets.

Hold Position!

Each time a shooting attack is made against a friendly operative that was issued this order, in the Roll Defence Dice step of that shooting attack, if that operative is in Cover, you can re-roll any or all of your defence dice results of 1. Friendly operatives that were issued this order cannot perform Dash or Charge actions.

Fix Bayonets!

Each time a friendly operative that was issued this order fights in combat, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice results of 1.

Veteran Guardsmen, Imperium, Astra Militarum, Regiment, Sergenat Veteran
Trooper Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Combat Knife (melee)
3
4+
2/3
Sniper Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Long-las
4
2+
3/6
Combat Knife (melee)
3
4+
2/3
Abilities
Silent

Silent: Each time this operative is activated, so long as it does not perform a Normal Move, Charge or Fall Back action during that activation, it can perform Shoot actions even if it has a conceal order.

Gunner Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (6")
5
2+
22
Grenade Launcher
Frag
4
4+
2/4
Krak
4
4+
4/5
Meltagun
4
4+
6/3
Plasma Gun
Standard
4
4+
5/6
Supercharge
4
4+
5/6
Combat Knife (melee)
3
4+
2/3
Confidant Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolt Pistol (6")
4
4+
3/4
Boltgun
4
4+
3/4
Laspistol (6")
4
4+
2/3
Lasgun
4
4+
2/3
Combat Knife (Melee)
3
4+
2/3
Chainsword (melee)
4
4+
3/4
Abilities
DirectiveSecond in Command

Directive: Each time this operative is activated, if it has not been nominated for command, you can select one other ready friendly VETERAN GUARDSMAN operative within 6" of and Visible to it. After this operative’s activation ends, activate that selected operative.

Second in Command: If a friendly SERGEANT VETERAN operative is incapacitated and removed from the killzone, you can nominate this operative for command. If you do, until the end of the battle, it gains the LEADER keyword and the Guardsmen Orders ability.

Demolition Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Las-rifle
4
4+
2/3
Combat Knife (Melee)
3
4+
2/3
Zealot Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Las-Rifle
4
4+
2/3
Combat Knife (Melee)
3
4+
2/3
Medic Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Combat Knife (Melee)
3
4+
2/3
Comms Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Combat Knife (Melee)
3
4+
2/3
Bruiser Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Combat Knife (Melee)
3
4+
2/3
Equipment
Ploys
TacOps
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.