Veteran Task Force

Operatives

Equipment

Grenade Proficiency

Select one friendly operative. That operative has the GRENADIER keyword and the following ability:

Grenadier This operative can use frag, krak and stun 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 this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

Action Proficiency

Twice per turning point during a friendly operative's activation, one action may be performed for 0AP that is not a shoot or fight action.

Weapon Proficiency

All melee weapons equiped by friendly operatives gain the Punishing weapon rule.

Ballistic Proficiency

All ranged weapons equiped by friendly operatives gain the Rending weapon rule.

Ploys

Servo-Skull
Strategy Ploy

Select one objective marker. That objective marker now has a Servo-Skull. An objective marker with a Servo-Skull is considered being controlled by the owner of the Servo-Skull, until enemy APL is higher on that objective marker, or until the end of the turning point. At the end of the turning point, all Servo-Skulls controlling an objective marker may perform the mission action on that objective marker.

Stimulants
Strategy Ploy

Select one friendly operative and one Stimulant from below. That friendly operative recieves the effects of the Stimulant until the end of the turning point:

Med Stimulant: Heal D6+2 wounds to this friendly operative. This is not a reoccuring effect.

Combat Stimulant: When this friendly operative is shot at, you may retain one additional save.

Concentration Stimulant: This friendly operative gains 1 AP, however cannot perform a mission action and shoot or charge in the same activation.

Destroy the Heretic
Strategy Ploy

Select three enemy operatives. If those enemy operatives have the CHAOS keyword, whenever a friendly operative incapacitates a selected operative, that friendly operative can perform an additional shoot, fight, or charge action for 0AP. If those enemy operatives have the HERETIC ASTARTES keyword, whenever a friendly operative incapacitates a selected operative, that friendly operative gains 1 AP until the start of their next activation.

Annihalate the Xenos
Strategy Ploy

Select three enemy operatives. If those operatives have neither the IMPERIUM or CHAOS keywords, whenever a friendly operative shoots at or fights one of these selected operatives, their weapons gain the Relentless weapon rule.

Transhuman Speed
Firefight Ploy

Use this firefight ploy during a friendly VETERAN TASK FORCE operative's activation. That operative may use the Reposition action for 0AP, and move an additional 3".

Terrifying Resilience
Firefight Ploy

Use this firefight ploy when a friendly VETERAN TASK FORCE operative uses the Power Armor faction rule. Instead of a 5+, reduce the damage by 1 on a result of a 4+. This only applies to one attack sequence.

Will of the Emperor
Firefight Ploy

Use this firefight ploy when a friendly VETERAN TASK FORCE operative is incapacitated. All friendly operatives, if able, may immediately perform either a shoot or fight action against the enemy operative that incapacitated the friendly operative. If that enemy operative is incapacitated in this way, all friendly operatives recieve the AVENGE THE FALLEN ability until the end of the battle.

AVENGE THE FALLEN This friendly operative cannot be injured and their movement is increased by 2".

Unarmed Bash
Firefight Ploy

Use this firefight ploy when an enemy operative enters within control range of a friendly VETERAN TASK FORCE operative. Roll a d6. If the wound count of the enemy operative is less than the friendly operative, it is on a 3+, if it is less than half, it is 2+. If it is greater, it is a 5+. If succesful, that enemy operative gets pushed 3" away from the friendly operative and takes damage equal to the d6 result. This damage is only taken if the initial roll was succesful.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.