Veteran Guardsmen

Operatives

1. Sergeant Veteran
Sergeant Veteran
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Combat Knife
3
3+
2/3
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
2. Trooper Veteran
Trooper Veteran
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Combat Knife (melee)
3
4+
2/3
Lasgun
4
4+
2/3
3. Trooper Veteran
Trooper Veteran
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Combat Knife (melee)
3
4+
2/3
Lasgun
4
4+
2/3
4. Trooper Veteran
Trooper Veteran
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Combat Knife (melee)
3
4+
2/3
Lasgun
4
4+
2/3
5. Trooper Veteran
Trooper Veteran
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Combat Knife (melee)
3
4+
2/3
Lasgun
4
4+
2/3

Equipment

Ploys

Tac Ops

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.