Book | Kind | Edition | Version | Last update |
Kill Team: Octarius (Veteran Guardsman) | ||||
Kill Team: Octarius (Veteran Guardsman) | Expansion | 2 | 1.5 | March 2023 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Q: | When using the CONFIDANT VETERAN operative’s Directive ability, can I select a ready friendly operative, but then subsequently use a Tactical Asset instead? |
A: | No. |
Q: | If a tactical asset is used but there are no valid targets for it to be resolved, can I cancel the asset and use it again later in the Turning Point? |
A: | Yes. |
Q: | When performing a Shoot action with a tactical asset, if the friendly operative that Line of Sight is being drawn from is on a Vantage Point, does the Shoot action gain the benefit of that Vantage Point? |
A: | Yes. |
Q: | When starting a Spec Ops campaign, can I add the four TROOPER VETERAN operatives (Ancillary Support) to my dataslate? |
A: | Yes. |
Below 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.
Name | A | BS/WS | D | |||
Artillery Barrage | 6 | 5+ | 2/3 | |||
Special Rules | ! | |||||
Barrage, Blast , Indirect | - |
Name | A | BS/WS | D | |||
Marked Air Strike | 5 | 4+ | 3/4 | |||
Special Rules | ! | |||||
Barrage, Blast | - |
Name | A | BS/WS | D | |||
Guided Missile | 4 | 3+ | 4/6 | |||
Special Rules | ! | |||||
AP1 | - |
Name | A | BS/WS | D | |
Strafing Run | 6 | 4+ | 2/3 |
VETERAN GUARDSMAN LEADER operatives in a VETERAN GUARDSMAN kill team have the following ability:
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. |
Name | A | BS/WS | D | |||
Overcharge Lasguns | ||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||
- Standard | 4 | 4+ | 2/3 | |||
- Overcharge | 4 | 4+ | 2/3 | |||
Special Rules | ! | |||||
Standard: - | - | |||||
Overcharge: AP1, Hot | - |
If your faction is VETERAN GUARDSMAN, you can use the Veteran Guardsman Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected VETERAN GUARDSMAN as your faction keyword.
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1. RELIC SIDEARM [2EP] Select a bolt pistol or laspistol the operative is equipped with. It gains the following improvements for the battle:
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2. PRIZED SABRE [1EP] Select a power weapon the operative is equipped with. It gains the Balanced special rule for the battle. |
3. VID-CAPTURE RELAY [2EP] COMMS VETERAN operative only. The operative gains the following ability for the battle: ‘Each time this operative performs the Signal action, it can select any friendly operative in the killzone, rather than within of and Visible to it.’ |
4. LITANY OF SACRIFICE [3EP] ZEALOT VETERAN operative only. The operative gains the following unique action for the battle: LITANY OF SACRIFICE1APUntil the end of the Turning Point, while a friendly VETERAN GUARDSMAN operative is within of this operative, it is inspired by sacrifice. While an operative is inspired by sacrifice, each time it fights in combat or is the target of a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can change one of your opponent’s critical hits to a normal hit. |
5. REGIMENTAL HEIRLOOM [2EP] The operative gains the following ability for the battle: ‘At the end of this operative's activation, if it did not perform a Shoot action during that activation, until the start of its next activation it is motivated by honour. While an operative is motivated by honour:
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6. DIAGNOSTICATOR [2EP] MEDIC VETERAN operative only. The operative gains the following abilities for the battle:
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PRELIMINARY BOMBARDMENTThe kill team’s base is equipped with vox-nets linked to artillery batteries behind friendly lines. Using it, they can call in artillery bombardments to weaken the enemy’s positions. At the start of the Set Up Operatives step of the mission sequence, you can call in a Preliminary Bombardment. If you do:
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MUNITORUM SUPPLY LINESThe kill team’s base of operations is regularly resupplied by the Munitorum. In the Strategy phase of the first Turning Point, add 1 additional CP to your pool. |
EXPANDED ENGINEERING BAYThe kill team’s base has the facilities to construct razorwire and all other manner of defensive equipment that can hinder the enemy’s movement in battle. In the Scouting step, if you select the Fortify option or a friendly DEMOLITION VETERAN was selected for deployment, when resolving your selection, you can place a Fortify token within of your drop zone.
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The endless wars of the Astra Militarum produce large numbers of Veterans to replace the many casualties kill teams suffer.
As they complete more missions, Veteran Guardsmen learn more skills that enormously benefit their kill team.
Veteran Guardsmen regularly carry out deeds of extraordinary bravery, and many receive medals or accolades for their achievements.
Your veterans deploy for a foolhardy mission more appropriate for a combat patrol or platoon. Yet their faith in the Emperor is absolute. They will pay any price to achieve victory, for He will guide them, or they will fall in His name.
Despite the odds, your veterans must fight like never before.
Win six games.All personal agendas must be set aside as your veterans put themselves in harm’s way to see their orders completed. They may fall and become a mere footnote to the war effort, yet the Emperor’s guiding hand can see them through to fight another day.
Complete a game in which you scored victory points from the ‘Glory in Death’ Tac Op.For many months two forces have fought a grinding war of attrition, but their commanders have crafted a new plan to break the deadlock. Kill teams will strike at weak points in the enemy’s line, paving the way for a larger assault. When the time comes, they will join the grand offensive themselves.
By pushing back the enemy and securing the area, your kill team must use their strength to make inroads into the enemy’s lines.
Complete five games in which you scored victory points from the ‘Boots on the Ground’ or ‘Stand Fast’ Tac Op.With various routes to the enemy’s position secured, the grand offensive begins. Needing to secure their own section of the enemy’s line, your forces break out from cover and attack.
Complete a game in which you scored victory points from the ‘Plant Banner’ Tac Op.VETERAN GUARDSMAN operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.
HOT-SHOT CAPACITOR PACK [2EP]
Modify the operative’s ranged weapons for the battle as follows:ROSARY+ [2EP]
The operative gains the following ability for the battle:HAND AXE [2EP]
The operative is equipped with the following melee weapon for the battle:Name | A | BS/WS | D | |
Hand axe | 3 | 4+ | 3/5 |
TRENCH SHOVEL [2EP]
The operative gains the following ability for the battle:FRAG GRENADE [2EP]
The operative is equipped with the following ranged weapon for the battle:Name | A | BS/WS | D | |||
Frag grenade | 4 | 3+ | 2/3 | |||
Special Rules | ! | |||||
Rng , Limited, Blast , Indirect | - |
KRAK GRENADE [3EP]
The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action.Name | A | BS/WS | D | |||
Krak grenade | 4 | 3+ | 4/5 | |||
Special Rules | ! | |||||
Rng , Limited, Indirect, AP1 | - |
CHRONOMETER+ [3EP]
The operative gains the following ability for the battle:TOPOGRAPHICAL CHART+ [3EP]
The operative gains the following ability for the battle:M | APL | GA | DF | SV | W | Base | |
3 | 2 | 2 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Lasgun | |||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||
Bayonet | |||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, TROOPER VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt pistol | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Boltgun | |||||||||
Boltgun | 4 | 3+ | 3/4 | - | - | ||||
Las pistol | |||||||||
Las pistol | 4 | 3+ | 2/3 | Rng | Rng | - | |||
Plasma pistol | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Plasma pistol | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Standard | |||||||||
- Standard | 4 | 3+ | 5/6 | Rng , AP1 | Rng , AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 3+ | 5/6 | Rng , AP2, Hot | Rng , AP2, Hot | - | |||
Bayonet | |||||||||
Bayonet | 4 | 3+ | 2/3 | - | - | ||||
Chainsword | |||||||||
Chainsword | 4 | 3+ | 3/4 | Balanced | Balanced | - | |||
Power weapon | |||||||||
Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Guardsmen Orders
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ABILITIES |
Guardsmen Orders
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UNIQUE ACTIONS |
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, LEADER, SERGEANT VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Long-las | |||||||||
Long-las | 4 | 2+ | 3/3 | !MW3 | - | MW3 | |||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Sniper: Each time this operative is activated, so long as it does not perform a Normal Move, Charge or Fall Back action during that activation, its long-las gains the Silent special rule for that activation.
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ABILITIES |
Sniper: Each time this operative is activated, so long as it does not perform a Normal Move, Charge or Fall Back action during that activation, its long-las gains the Silent special rule for that activation.
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UNIQUE ACTIONS |
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, SNIPER VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Flamer | |||||||||
Flamer | 5 | 2+ | 2/2 | Rng , Torrent | Rng , Torrent | - | |||
Grenade launcher | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Grenade launcher | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Frag | |||||||||
- Frag | 4 | 4+ | 2/4 | Blast | Blast | - | |||
- Krak | |||||||||
- Krak | 4 | 4+ | 4/5 | AP1 | AP1 | - | |||
Meltagun | |||||||||
Meltagun | 4 | 4+ | 6/3 | Rng , AP2. !MW4 | Rng , AP2 | MW4 | |||
Plasma gun | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Plasma gun | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Standard | |||||||||
- Standard | 4 | 4+ | 5/6 | AP1 | AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 4+ | 5/6 | AP2, Hot | AP2, Hot | - | |||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUNNER VETERAN
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Even the best Sergeant Veterans need to call on solid tactical advice - and their confidants are experts. Experienced troops and capable leaders themselves, they can be trusted to carry out the sergeant’s orders in the field as well as contribute to the formulation of a solid battle plan.
Even the best Sergeant Veterans need to call on solid tactical advice - and their confidants are experts. Experienced troops and capable leaders themselves, they can be trusted to carry out the sergeant’s orders in the field as well as contribute to the formulation of a solid battle plan. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt pistol | |||||||||
Bolt pistol | 4 | 4+ | 3/4 | Rng | Rng | - | |||
Boltgun | |||||||||
Boltgun | 4 | 4+ | 3/4 | - | - | ||||
Las pistol | |||||||||
Las pistol | 4 | 4+ | 2/3 | Rng | Rng | - | |||
Lasgun | |||||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - | ||||
Chainsword | |||||||||
Chainsword | 4 | 4+ | 3/4 | Balanced | Balanced | - |
ABILITIES | UNIQUE ACTIONS |
Second in Command: If a friendly SERGEANT VETERAN operative is incapacitated and removed from the killzone, you can nominate this operative for command. If you do, until the end of the battle, it gains the LEADER keyword and the Guardsmen Orders ability. Directive: Each time this operative is activated, if it has not been nominated for command, you can select one other ready friendly VETERAN GUARDSMAN operative within of and Visible to it. After this operative’s activation ends, activate that operative, and treat its Group Activation characteristic as 1 for that activation.
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ABILITIES |
Second in Command: If a friendly SERGEANT VETERAN operative is incapacitated and removed from the killzone, you can nominate this operative for command. If you do, until the end of the battle, it gains the LEADER keyword and the Guardsmen Orders ability. Directive: Each time this operative is activated, if it has not been nominated for command, you can select one other ready friendly VETERAN GUARDSMAN operative within of and Visible to it. After this operative’s activation ends, activate that operative, and treat its Group Activation characteristic as 1 for that activation.
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UNIQUE ACTIONS |
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, CONFIDANT VETERAN
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Whether blowing up ammo dumps or cracking open defences, many kill teams need explosives experts. Demolition Veterans are such troops. Naturally daring, they often have to put themselves in harm’s way to plant their remote mines at the optimum point to blow their target into smithereens.
Whether blowing up ammo dumps or cracking open defences, many kill teams need explosives experts. Demolition Veterans are such troops. Naturally daring, they often have to put themselves in harm’s way to plant their remote mines at the optimum point to blow their target into smithereens. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Lasgun | |||||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||||
Remote mine | |||||||||
Remote mine | 4 | 2+ | 5/6 | AP1, Detonate*, Silent | AP1, Detonate*, Silent | - | |||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
*Detonate: Each time this operative makes a Shoot action using its remote mine, make a shooting attack against each operative within of the centre of its Mine token with that weapon. When making those shooting attacks, each operative (friendly and enemy) within is a valid target, but when determining if it is in Cover, treat this operative’s Mine token as the active operative. An operative cannot be a valid target if Heavy terrain is wholly intervening (must be able to draw a Cover line from the centre of the Mine token to any part of the intended target’s base without crossing Heavy terrain). Then remove this operative’s Mine token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Mine token is not in the killzone.
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Plant Mine (1AP): Place a Mine token in a location Visible to and within of this operative, then perform a free Dash action with this operative. This operative cannot perform this action if it is within Engagement Range of an enemy operative, or if this operative’s Mine token is in the killzone. If this operative is incapacitated and removed from the killzone, remove its Mine token. This operative can only perform this action once.
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ABILITIES |
*Detonate: Each time this operative makes a Shoot action using its remote mine, make a shooting attack against each operative within of the centre of its Mine token with that weapon. When making those shooting attacks, each operative (friendly and enemy) within is a valid target, but when determining if it is in Cover, treat this operative’s Mine token as the active operative. An operative cannot be a valid target if Heavy terrain is wholly intervening (must be able to draw a Cover line from the centre of the Mine token to any part of the intended target’s base without crossing Heavy terrain). Then remove this operative’s Mine token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Mine token is not in the killzone.
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UNIQUE ACTIONS |
Plant Mine (1AP): Place a Mine token in a location Visible to and within of this operative, then perform a free Dash action with this operative. This operative cannot perform this action if it is within Engagement Range of an enemy operative, or if this operative’s Mine token is in the killzone. If this operative is incapacitated and removed from the killzone, remove its Mine token. This operative can only perform this action once.
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, DEMOLITION VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Lasgun | |||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||
Bayonet | |||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
The Emperor Protects: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
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Uplifting Primer (1AP): Until the end of the Turning Point, while a friendly VETERAN GUARDSMAN operative is within of this operative, that friendly operative is uplifted. While an operative is uplifted, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can select one of your results of 5+ to be retained as a critical hit.
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ABILITIES |
The Emperor Protects: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice.
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UNIQUE ACTIONS |
Uplifting Primer (1AP): Until the end of the Turning Point, while a friendly VETERAN GUARDSMAN operative is within of this operative, that friendly operative is uplifted. While an operative is uplifted, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can select one of your results of 5+ to be retained as a critical hit.
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, ZEALOT VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Lasgun | |||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||
Bayonet | |||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Medic!: Once per Turning Point, the first time another friendly VETERAN GUARDSMAN operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
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Medikit (1AP): Select one friendly VETERAN GUARDSMAN operative within of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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ABILITIES |
Medic!: Once per Turning Point, the first time another friendly VETERAN GUARDSMAN operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
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UNIQUE ACTIONS |
Medikit (1AP): Select one friendly VETERAN GUARDSMAN operative within of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, MEDIC, MEDIC VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Lasgun | |||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||
Bayonet | |||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Relay Orders: Once in each Turning Point, when this operative is issued a Guardsman Order, it can relay it. If an order is relayed, subtract 1 from this operative’s APL and all friendly VETERAN GUARDSMAN operatives in the Killzone are issued that order.
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Signal (1AP): Select one friendly VETERAN GUARDSMAN operative within of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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ABILITIES |
Relay Orders: Once in each Turning Point, when this operative is issued a Guardsman Order, it can relay it. If an order is relayed, subtract 1 from this operative’s APL and all friendly VETERAN GUARDSMAN operatives in the Killzone are issued that order.
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UNIQUE ACTIONS |
Signal (1AP): Select one friendly VETERAN GUARDSMAN operative within of and Visible to this operative. Add 1 to its APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, COMMS VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Lasgun | |||||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - | ||||
Trench club | |||||||||
Trench club | 3 | 3+ | 3/3 | !Stun | - | Stun |
ABILITIES | UNIQUE ACTIONS |
Bruiser: Once per Turning Point, when this operative fights in combat, in the resolve successful hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
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ABILITIES |
Bruiser: Once per Turning Point, when this operative fights in combat, in the resolve successful hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
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UNIQUE ACTIONS |
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, BRUISER VETERAN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Lasgun | |||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||
Bayonet | |||||||
Bayonet | 3 | 4+ | 2/3 | - | - | ||
Bionic arm | |||||||
Bionic arm | 3 | 4+ | 4/5 | - | - |
ABILITIES | UNIQUE ACTIONS |
Hardened by War: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. You can ignore any or all modifiers to this operative’s APL.
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ABILITIES |
Hardened by War: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost. You can ignore any or all modifiers to this operative’s APL.
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UNIQUE ACTIONS |
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, HARDENED VETERAN
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To direct battle-winning heavy fire, forward observers form a part of kill teams. These Spotter Veterans possess great focus, accurately guiding salvoes of mortar fire from safe lines even when under immense pressure. With this they can stymie enemy attacks or pin them down in their defences.
To direct battle-winning heavy fire, forward observers form a part of kill teams. These Spotter Veterans possess great focus, accurately guiding salvoes of mortar fire from safe lines even when under immense pressure. With this they can stymie enemy attacks or pin them down in their defences. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Lasgun | |||||||||
Lasgun | 4 | 4+ | 2/3 | - | - | ||||
Mortar barrage | |||||||||
Mortar barrage | 5 | 4+ | 2/3 | Barrage, Unwieldy, Blast , Silent | Barrage, Unwieldy, Blast , Silent | - | |||
Bayonet | |||||||||
Bayonet | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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Spotter (2AP): Select one enemy operative Visible to this operative, then select one other ready friendly VETERAN GUARDSMAN operative with a Group Activation characteristic of 1 within of and Visible to this operative. After this activation ends, you can activate that other friendly operative, and during its next activation, it treats that enemy operative as if it has an Engage order unless that enemy operative is in Cover provided by Heavy terrain. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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ABILITIES |
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UNIQUE ACTIONS |
Spotter (2AP): Select one enemy operative Visible to this operative, then select one other ready friendly VETERAN GUARDSMAN operative with a Group Activation characteristic of 1 within of and Visible to this operative. After this activation ends, you can activate that other friendly operative, and during its next activation, it treats that enemy operative as if it has an Engage order unless that enemy operative is in Cover provided by Heavy terrain. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
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VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, SPOTTER VETERAN
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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. |
Kill teams grow in size in all manner of ways. High command might assign new soldiers. The kill team's boss might bully a lesser warrior into joining its mob. A new creature may daw and bite its way out of an amniotic sac, or a lone survivor might be found on the battlefield.
As they complete more missions, Veteran Guardsmen learn more skills that enormously benefit their kill team.
The VETERAN GUARDSMAN keyword is used in the following Veteran Guardsman datacards:
The IMPERIUM keyword is used in the following Veteran Guardsman datacards:
The ASTRA MILITARUM keyword is used in the following Veteran Guardsman datacards:
The <REGIMENT> keyword is used in the following Veteran Guardsman datacards:
4. LITANY OF SACRIFICE [3EP]
ZEALOT VETERAN operative only. The operative gains the following unique action for the battle:6. DIAGNOSTICATOR [2EP]
MEDIC VETERAN operative only. The operative gains the following abilities for the battle:3. VID-CAPTURE RELAY [2EP]
COMMS VETERAN operative only. The operative gains the following ability for the battle: ‘Each time this operative performs the Signal action, it can select any friendly operative in the killzone, rather than within of and Visible to it.’