Ultramarine Space Hulk Veterans

Ultramarine Space Hulk Veterans

Common Abilities and Options

ASTARTES:
During each friendly SPACE HULK VETERAN operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a cyclone missile launcher, an assault cannon or heavy flamer is selected for both, 1 additional AP must be spent for the second action.

Each friendly SPACE HULK VETERAN operative can counteract regardless of its order, and can move up to 2" before doing so.

TERMINATOR ARMOR:
Whenever an operative is shooting a friendly SPACE HULK VETERAN operative, after determining the number of defensive dice to collect, models in TERMINATOR ARMOR may always roll or retain one additional dice, then select which dice they wish to keep during the resolve dice attack step.

Once per activation, whenever a friendly SPACE HULK VETERAN is fighting or retaliating, whenever your opponent would inflict critical damage on an operative wearing TERMINATOR ARMOR, you can choose to inflict normal damage instead.

The TERMINATOR ARMOR's ancient machine-spirit warns of unseen threats. Models in TERMINATOR ARMOR may always perform the BREACH mission action for 1 AP; however, they must choose either SHOOT or FIGHT when they do so. That operative cannot perform the chosen action for the rest of the turning point.

TELEPORT STRIKE:
When setting up a SPACE HULK VETERAN kill team before the battle, you may select one SPACE HULK VETERAN operative to remain in reserve and ready to initiate a Teleport Strike into the Killzone. During any of that operative's activations, it can deploy anywhere in the Killzone that is more than 6" away from enemy operatives at a cost of 1CP. An operative deployed via Teleport Strike counts as having made a Reposition action (spend the AP accordingly). The operative chosen to be held in reserve must deploy by the end of the third Turning Point or else it will count as incapacitated.

CRUX TERMINATUS:
Whenever an operative is shooting a friendly SPACE HULK VETERAN operative, weapons with the Piercing X weapon rule instead have the Piercing Crits X weapon rule. If that friendly SPACE HULK VETERAN operative is equipped with a THUNDER HAMMER & STORM SHIELD, worsen the x of the Piercing Crits X weapon rule by 1.

Operatives

1. SPACE HULK VETERAN SERGEANT
SPACE HULK VETERAN SERGEANT
A 3
M 6"
S 3+
W 22/22
Weapons
ATK
HIT
DMG
RELIC STORM BOLTER (CEASELESS)
4
3+
3/4
POWER WEAPON (LETHAL 5+)
5
3+
4/6
Abilities
ASTARTESTERMINATOR ARMORTELEPORT STRIKECRUX TERMINATUSSTORM SHIELD

STORM SHIELD: Whenever a friendly SPACE HULK VETERAN operative equipped with a STORM SHIELD fights or retaliates in combat, each of your blocks can be allocated to block two unresolved successes (instead of one).

SPACE HULK VETERAN, IMPERIUM, ASTARTES, TERMINATOR, SERGEANT, LEADER
2. SPACE HULK VETERAN GUNNER
SPACE HULK VETERAN GUNNER
A 3
M 5"
S 3+
W 21/21
Weapons
ATK
HIT
DMG
ASSAULT CANNON
Focused (HVY(Repos), CEASELESS, PIERCING CRITS 1)
5
3+
4/5
Suppressing (HVY(Repos), TORRENT 1", SUPPRESSING*)
4
3+
4/5
POWER FIST (BRUTAL)
3
4+
5/7
Abilities
1AP: BREACHER AUTO-SEALSTERMINATOR ARMORASTARTESCRUX TERMINATUSTELEPORT STRIKESUPPRESSING

BREACHER AUTO-SEALS (1AP): Once per battle, before or after making a Shoot action, you may seal a Hatchway or Door within 2", making it impassable until the end of the next Turning Point. Abilities from enemy operatives cannot interrupt this action. A doorway sealed on a Stronghold or Ruin in this manner is Impassable and blocks line of sight.

SUPPRESSING: Whenever a friendly SPACE HULK VETERAN GUNNER operative performs the shoot action and selects this weapon profile, after resolving defense dice, each operative that was a valid target for this attack and was not incapacitated must roll a D6 for each attack dice that was not a miss. On a 5+, that operative is suppressed: worsen the HIT stat of that enemy operative's weapons by 1 and subtract 2" from its Move stat (these changes are not cumulative with being injured) until the end of that operative's next activafion. In addition, that enemy operative's APL stat cannot be added to (remove all positive APL stat changes it has).

SPACE HULK VETERAN, IMPERIUM, ASTARTES, TERMINATOR, SERGEANT
3. SPACE HULK VETERAN WARRIOR
SPACE HULK VETERAN WARRIOR
A 3
M 5"
S 3+
W 21/21
Weapons
ATK
HIT
DMG
STORM BOLTER (BALANCED)
4
3+
3/4
POWER FIST (BRUTAL)
4
4+
5/7
Abilities
TELEPORT STRIKETERMINATOR ARMORCRUX TERMINATUSASTARTES
SPACE HULK VETERAN, IMPERIUM, ASTARTES, TERMINATOR, SERGEANT
4. SPACE HULK VETERAN WARRIOR
SPACE HULK VETERAN WARRIOR
A 3
M 5"
S 3+
W 21/21
Weapons
ATK
HIT
DMG
STORM BOLTER (BALANCED)
4
3+
3/4
POWER FIST (BRUTAL)
4
4+
5/7
Abilities
TELEPORT STRIKETERMINATOR ARMORCRUX TERMINATUSASTARTES
SPACE HULK VETERAN, IMPERIUM, ASTARTES, TERMINATOR, SERGEANT
5. SPACE HULK VETERAN WARRIOR
SPACE HULK VETERAN WARRIOR
A 3
M 5"
S 3+
W 21/21
Weapons
ATK
HIT
DMG
STORM BOLTER (BALANCED)
4
3+
3/4
POWER FIST (BRUTAL)
4
4+
5/7
Abilities
TELEPORT STRIKETERMINATOR ARMORCRUX TERMINATUSASTARTES
SPACE HULK VETERAN, IMPERIUM, ASTARTES, TERMINATOR, SERGEANT

Equipment

NARTHECIUM

Each friendly SPACE HULK VETERAN operative can perform the following action once per game: Narthecium (1 AP): Select one other friendly SPACE HULK VETERAN operative visible to and within 1" of this operative. That operative regains 3+D3 lost Wounds. This operative cannot perform this action while within Engagement Range of an enemy operative.

CATAPHRACTII TARGETING RELAY

Each friendly SPACE HULK VETERAN operative can ignore cover when selecting valid targets within 3" (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it does not remove their cover save (if any), unless the friendly SPACE HULK VETERAN operative is within 2" as normal.

Once per turning point, when a friendly SPACE HULK VETERAN operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that activation (or counteraction), choose one:

  • Enemy operatives cannot be obscured.
  • This operative's weapons gain the Saturate weapon rule.
BREACHER AUTO-SEALS

Once per battle, after making a Shoot action, you may seal a Hatchway or Door within 2", making it impassable until next Turning Point. No AP is spent on this action, and abilities from enemy operatives cannot interrupt this action.

On maps that do not contain Hatchways or Doors (Volkus), once per battle, this operative may instead perform a free 2" dash after making a Shoot action, even if it's performed an action that prevents it from performing a Dash action.

TELEPORT HOMING BEACON

Once per game, a friendly SPACE HULK VETERAN operative can perform the following action: Plant Teleport Homing Beacon (1 AP): Place a Teleport Homing Beacon token within this operative's control range. A friendly operative deploying via Teleport Strike can deploy within control range of the Teleport Homing Beacon token, even if it is within Engagement Range of an enemy operative.

This operative cannot perform this action if it is within Engagement Range of an enemy operative.

Ploys

Reductor Protocols
Firefight Ploy

Once per Turning Point, after a friendly SPACE HULK VETERAN operative completes a Shoot action, you may impose a -1 APL penalty to all enemy operatives visible to and within 3" of the enemy operative targetted by that shooting action.

Only In Death Does Duty End
Firefight Ploy

Use this firefight ploy when a ready friendly SPACE HULK VETERAN operative is incapacitated. Before it is removed from the killzone, it can immediately move up to 2" (if not within engagement range of an enemy) and perform one free action.

Transhuman Physiology
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly SPACE HULK VETERAN operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Standard of the Ancients
Firefight Ploy

Use this firefight ploy when a friendly SPACE HULK VETERAN operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this ploy again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly SPACE HULK VETERAN operatives from being injured (including their weapons' stats).

Bulwark Of Humanity
Strategy Ploy

Until the end of the Turning Point, whenever an attack dice inflicts damage of 4 or more on to a friendly SPACE HULK VETERAN operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Tactical Precision
Strategy Ploy

Until the end of the Turning Point, while a friendly SPACE HULK VETERAN operative is within 6" of and visible to another friendly SPACE HULK VETERAN operative, each time it shoots, fights, or retaliates, that operatives' weapons have the balanced weapon rule.

Relic Armor Autosenses
Strategy Ploy

At the start of the Turning Point, each friendly Terminator may perform a free 1" step, even if within Engagement Range, but it cannot use this 1" step to fall back.

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 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 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 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 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.