Legionary Veteran Squad
Common Abilities and Options
Astartes:
During each friendly ADEPTUS ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them.
Instant Death:
If an enemy or friendly operative suffers an unsaved Wound from an weapon with this special rule, it is reduced to 0 Wounds and is immediately removed from the killzone.
Operatives
1. Veteran Sergeant
A 3
M 8"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", AP 1) | 4 | 3+ | 3/4 |
| Supercharge (Rng 8", Hot, Lethal 5+, AP 1) | 4 | 3+ | 4/5 |
| Melta Bomb (Rng 6", Dev 8, Hvy(Repos), AP 3, Sat, Lim 2) | 4 | 3+ | 6/3 |
| Power Sword (Lethal 5+) | 5 | 3+ | 4/6 |
| Eq: Combat Bayonet (PrcCrit 1) | 4 | 3+ | 3/4 |
| Eq: Explosive Arsenal ( Rng 6", Blast 1", Lim 3, AP 1) | 5 | 3+ | 5/6 |
Abilities
Expert LeadershipAstartesInstant Death2. Veteran [Heavy Gunner]
A 3
M 8"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Disintegrator | |||
| Focused (*Instant Death, Hvy, Acc 3, Lethal 5+, Hot) | 5 | 2+ | 5/7 |
| Sweeping (*Instant Death, Hvy, Tor 2", Acc 1, Lethal 5+, Hot) | 5 | 2+ | 4/6 |
| Bolt Pistol (Rng 10") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Eq: Combat Bayonet (PrcCrit 1) | 4 | 3+ | 3/4 |
| Eq: Explosive Arsenal ( Rng 6", Blast 1", Lim 3, AP 1) | 5 | 3+ | 5/6 |
Abilities
AstartesInstant Death3. Veteran [Gunner]
A 3
M 8"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Disintegrator Blaster (*Instant Death, Lethal 4+, Hot, AP 1) | 4 | 2+ | 5/6 |
| Bolt Pistol (Rng 10") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Eq: Combat Bayonet (PrcCrit 1) | 4 | 3+ | 3/4 |
| Eq: Explosive Arsenal ( Rng 6", Blast 1", Lim 3, AP 1) | 5 | 3+ | 5/6 |
Abilities
Instant DeathAstartesEquipment
Legionary Combat Bayonet
A basic, trusty melee weapon, featuring a mono-molecular edge that remians perpetually sharp which can pierce even the most durable materials.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Bayonet | 5 | 3+ | 3/4 |
| Weapon Rules | |||
| PrcCrit 1 |
Explosive Arsenal
Compact, merciless, and fond of leaving whole corridors politely rearranged, the Explosive Arsenal shapes the battlefield with bombs, traps, and death.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Explosive Arsenal | 5 | 3+ | 5/6 |
| Weapon Rules | |||
| Rng 6", Blast 1", AP 1, Lim 3 |
Ploys
Transhumn Physiology
Firefight PloyUse this firefight ploy when an operative is shooting a friendly LEGIONARY VETERAN operative, in the Roll Defence Dice step you can retain one of your normal successes as a critical success instead.
Shock Assault
Firefight PloyUse this firefight ploy when a friendly LEGIONARY VETERAN operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
- Its melee weapon has the Shock weapon rule.
- The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7). Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
Armor of Contempt
Firefight PloyUse this firefight ploy when an enemy operative performs the Shoot or Fight action, before resolving that action. When rolling defence dice, if you roll one or more fails, you may retain one of them as a normal success instead.
Combined Arms
Firefight PloyUse this Firefight ploy after a friendly LEGIONARY VETERAN operative makes a shooting attack, if the target has already been shot by another friendly LEGIONARY VETERAN operative during this Turning Point. That operative can immediately make another shooting attack against the same enemy operative. This ploy can be used only once per battle.
Lethal Assaults
Strategy PloyWhenever a friendly LEGIONARY VETERAN operative is fighting, its melee weapons have the Balanced weapon rule. If that friendly operative is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule.
Balanced: Can re-roll one Attack die.
Lethal: Inflict Crits with x+ instead of 6+.
The Shield That Slays
Strategy PloyWhenever a friendly LEGIONARY VETERAN operative is within 3” of and enemy operative, Normal and Critical Dmg of 6 or more inflicts 2 less damage on it.
Combat Stimms
Strategy PloyYou can ignore any changes to the APL stats or Move stats of friendly LEGIONARY VETERAN operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Adaptive Tactics
Strategy PloyWhenever an operative is shooting a friendly LEGIONARY VETERAN operative, if you roll three or more fails, you can discard one of them to retain another as a normal success instead.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.