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.
When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ADEPTUS ASTARTES operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC aren’t cumulative.
AGRESSIVE This operative’s melee weapons have the Rending weapon rule.
DUELLER Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
RESOLUTE You can ignore any changes to this operative’s APL stat. and it isn’t affected by enemy operatives’ Shock weapon rule.
STEALTHY Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
MOBILE This operative can perform the Fall Back action for 1 less AP. This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
HARDY Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes. Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.
SHARPSHOOTER Whenever this operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules
SIEGE SPECIALIST This operative’s ranged weapons have the Saturate weapon rule. Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
FACTION ABILITY: CHAPTER TACTICS
When selecting your army, select a primary and secondary CHAPTER TACTIC for friendly ADEPTUS ASTARTES units to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
CT: DUELLER
- Whenever this unit is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
CT: MOBILE:
- This unit can perform the Fall Back action for 1 less AP.
- This unit can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).
CT SHARPSHOOTER
- Whenever this unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.
CT: STEALTHY
- Whenever this unit is shot at by enemy operatives, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.
CT: AGGRESSIVE
- This unit’s melee weapons have the Rending weapon rule.
- Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
CT: HARDY
- Whenever this unit is shot at by enemy operatives, defence dice results of 5+ are critical successes.
- Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.
CT: RESOLUTE
- You can ignore any changes to this operative's APL stat and it is not affected by enemy unit’s Shock weapon rule.
CT: SIEGE SPECIALIST
- This operative's ranged weapons have the Saturate weapon rule.
- Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
ARMY RULE: REANIMATION PROTOCOLS
If your Army Faction is NECRONS, at the end of your Strategy phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:
- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.
- Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.