Veteran Guardsman

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  Kill Team: Octarius (Veteran Guardsman)
  Kill Team: Octarius (Veteran Guardsman)Expansion21.5March 2023

FAQ

Expansion: Kill Team: Octarius (Veteran Guardsman)

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.
Archetype: Security

Veteran Guardsman Kill Team

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.

Operatives

A VETERAN GUARDSMAN kill team consists of 10 VETERAN GUARDSMAN operatives and 1 Ancillary Support option.
10 VETERAN GUARDSMAN operatives are selected as follows:
TROOPER VETERAN operatives can be selected up to nine times, and each other operative above can be selected once.

Ancillary Support

Ancillary Support are operatives and tactical assets that supplement existing kill teams. The Ancillary Support options listed below can only be taken with VETERAN GUARDSMAN kill teams, and only as specified above.

Trooper Veterans

This Ancillary Support consists of 4 TROOPER VETERAN operatives.

Veteran Guardsman Tactical Assets

This Ancillary Support consists of 2 tactical assets. Tactical assets are not operatives, therefore are not recorded on your roster/dataslate. Each time you select this asset, select two options from the list below to use in the battle. You can select each option once.
  • Artillery Barrage
  • Marked Air Strike
  • Guided Missile
  • Strafing Run
If you have any tactical assets that can be used, during the Firefight phase, when you would activate a Ready friendly operative, you can use one of your tactical assets instead. Select one of your tactical assets and resolve its effects. When doing so, treat that asset as a friendly operative. After you have done so, your opponent activates one of their operatives as normal. You can use no more than one tactical asset per Turning Point, and each tactical asset you have can be used once per battle.

Artillery Barrage

Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon’s special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
 
Name
A
BS/WS
D
Artillery Barrage
6
5+
2/3
Special Rules
!
Barrage, Blast , Indirect
-

Marked Air Strike

Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon’s special rules, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
 
Name
A
BS/WS
D
Marked Air Strike
5
4+
3/4
Special Rules
!
Barrage, Blast
-

Guided Missile

Perform a Shoot action using the ranged weapon below. For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative. Note for the purposes of this weapon's special rule, treat that friendly VETERAN GUARDSMAN operative as performing the Shoot action.
 
Name
A
BS/WS
D
Guided Missile
4
3+
4/6
Special Rules
!
AP1
-

Strafing Run

Select one enemy operative in a friendly VETERAN GUARDSMAN operative’s Line of Sight to be the mark. Then place a Strafing Run token anywhere in the killzone (if you have a killzone edge, it cannot be placed closer to your edge than the mark is). Draw an imaginary line, 1 mm wide, with unlimited height above and below between any part of the base of the mark and the centre of that Strafing Run token. Using the ranged weapon below, make a shooting attack against the mark and each other operative that has a base crossed by that line. For those shooting attacks, when determining if an other operative is a valid target and if it is in Cover, draw Visibility and Cover lines from the mark, and if they are in Cover provided by Light terrain or another operative, they are treated as having an Engage order for that attack instead.
 
Name
A
BS/WS
D
Strafing Run
6
4+
2/3

Abilities

VETERAN GUARDSMAN LEADER operatives in a VETERAN GUARDSMAN kill team have the following ability:

Guardsmen Orders

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.

Strategic Ploys

If your faction is VETERAN GUARDSMAN, you can use the following Strategic Ploys during a game.

OVERCHARGE LASGUNS1CP
Strategic Ploy
Until the end of the Turning Point, change the profile of lasguns that friendly VETERAN GUARDSMAN operatives are equipped with to the following:
 
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
-
TAKE COVER1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly VETERAN GUARDSMAN operative, if it is in Cover, improve its Save characteristic by 1 for that shooting attack.
INTO THE BREACH1CP
Strategic Ploy
Each friendly VETERAN GUARDSMAN operative within your drop zone can perform a free Dash action, but must finish that move closer to the enemy’s drop zone.
CLEAR THE LINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly VETERAN GUARDSMAN operative fights in combat, before rolling your attack dice for that combat, you can retain one as a successful normal hit without rolling it.

Tactical Ploys

If your faction is VETERAN GUARDSMAN, you can use the following Tactical Ploys during a game.

INSPIRATIONAL LEADERSHIP1CP
Tactical Ploy
Use this Tactical Ploy during a VETERAN GUARDSMAN LEADER operative’s activation. That operative issues a Guardsmen Order to all friendly VETERAN GUARDSMAN operatives within of and Visible to it.
IN DEATH, ATONEMENT1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly VETERAN GUARDSMAN operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.
COMBINED ARMS1CP
Tactical Ploy
Use this Tactical Ploy after rolling your attack dice for a shooting attack made by a friendly VETERAN GUARDSMAN operative. If the target of that attack is an enemy operative that was targeted by another friendly VETERAN GUARDSMAN operative with a shooting attack during that Turning Point, you can re-roll any or all of your attack dice for that shooting attack.

Tac Ops

If your faction is VETERAN GUARDSMAN, you can use the Veteran Guardsman Tac Ops listed below, as specified in the mission sequence.

BOOTS ON THE GROUND
Veteran Guardsman – Faction Tac Op 1
You can reveal this Tac Op at the end of any Turning Point.
  • At the end of that Turning Point, if there are more friendly operatives than enemy operatives within of your drop zone, and there are more friendly operatives than enemy operatives within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
STAND FAST
Veteran Guardsman – Faction Tac Op 2
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if friendly operatives control two or more objective markers, and friendly operatives control more objective markers than enemy operatives do, you score 1 VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score an additional 1VP.
GLORY IN DEATH
Veteran Guardsman – Faction Tac Op 3
Reveal this Tac Op at the end of the battle.
  • If more friendly operatives were incapacitated than enemy operatives, but you scored more victory points from the mission objective, you score 2VPs.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected VETERAN GUARDSMAN as your faction keyword.

Battle Honours

Each time a VETERAN GUARDSMAN operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Veteran Guardsman Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

VETERAN GUARDSMAN SPECIALIST
D6Battle Honour
1Capable Under Fire: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.
2Brash: Each time this operative is issued a Guardsman Order, you can select what order it receives (it can be a different order to what other friendly operatives receive).
3Siege Specialist: Select one of this operative’s ranged weapons. It gains the No Cover special rule.
4Grit and Determination: While this operative is within of the centre of an objective marker, increase its Defence characteristic by 1
5Decorated Veteran: Improve the Ballistic Skill characteristic of this operative’s ranged weapons by 1 (to a maximum of 3+).
6Final Litany: When this operative is incapacitated, you can use the In Death, Atonement Tactical Ploy without spending any Command Points if this operative is the VETERAN GUARDSMAN selected. If you do, for that operative’s next activation, change the Ballistic Skill characteristic of its ranged weapons to 2+.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is VETERAN GUARDSMAN, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. RELIC SIDEARM [2EP]

Select a bolt pistol or laspistol the operative is equipped with. It gains the following improvements for the battle:

  • Improve its Ballistic Skill characteristic by 1.
  • Add 1 to its Attacks characteristic.

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 SACRIFICE1AP

Until 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:

  • When determining control of an objective marker, treat its APL as 1 higher (to a maximum of 3). Note that this is not a modifier.
  • In the Resolve Successful Hits step of a shooting attack or combat, each time damage is inflicted on the operative, halve the damage that is applied (rounding up).’

6. DIAGNOSTICATOR [2EP]

MEDIC VETERAN operative only. The operative gains the following abilities for the battle:

  • Each time this operative performs the Medikit action, the friendly operative selected regains D3+3 lost wounds, rather than 2D3.
  • After the battle, in the Update Dataslates step of the mission sequence, if this operative was not incapacitated during the battle, you can re-roll two Casualty tests as a result of this Medic, rather than 1.


Assets

Each time you would add a strategic asset to your base of operations, if your faction is VETERAN GUARDSMAN, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

PRELIMINARY BOMBARDMENT

The 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:

  • Select one terrain feature that includes any parts with the Heavy trait. Enemy operatives cannot be set up with an Engage order on or within of that terrain feature.
  • Unless a friendly SPOTTER VETERAN was selected for deployment, you must select the Fortify option in the Scouting step of this battle.

MUNITORUM SUPPLY LINES

The 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 BAY

The 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.

  • Each time an operative performs a Dash action, it cannot move within of a Fortify token (unless it can FLY, in which case it cannot start or end the move within of a Fortify token).
  • Each time an operative performs a Charge action, if it would move within of a Fortify token, subtract from the distance it can move for that action (unless it can FLY, in which case only subtract if it would start or end that move within of a Fortify token).


Requisitions

In a Spec Ops campaign, if your faction is VETERAN GUARDSMAN, you can use the following Requisitions in addition to those presented in other sources.

UNENDING MANPOWER1RP

The endless wars of the Astra Militarum produce large numbers of Veterans to replace the many casualties kill teams suffer.

Purchase this Requisition after a game in which one or more friendly VETERAN GUARDSMAN operatives failed a Casualty test and were slain. For each friendly VETERAN GUARDSMAN operative that was slain in this manner, you can use the Operative Assigned Requisition without spending any Requisition points. Each operative you add to your roster as a result must be a TROOPER VETERAN operative.
FIELD PROMOTION1RP

As they complete more missions, Veteran Guardsmen learn more skills that enormously benefit their kill team.

Purchase this Requisition before or after a game. Select one friendly TROOPER VETERAN operative with the Ace, Grizzled or Revered rank. Remove that operative from your roster and replace it with a new operative from your faction (excluding a SERGEANT VETERAN operative). The new operative has the same number of experience points as that TROOPER VETERAN operative (select its Battle Honours accordingly) and has the same Battle Scars (if any).
ACCOLADE OF DISTINCTION1RP

Veteran Guardsmen regularly carry out deeds of extraordinary bravery, and many receive medals or accolades for their achievements.

Purchase this Requisition when a friendly VETERAN GUARDSMAN operative gains the Revered rank. You can select the following Battle Honour for that operative, instead of selecting one from another source:

Accolade of Distinction: Change the operative’s APL to 3.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is VETERAN GUARDSMAN, you can select one from those found below instead of selecting one from another source.

Victory or Death

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.

OPERATION 1: IN LIFE, WAR

Despite the odds, your veterans must fight like never before.

Win six games.

OPERATION 2: IN DEATH, PEACE

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.

COMMENDATION
  • Each friendly operative that was selected for deployment earns 1 XP.
  • Each friendly operative that was incapacitated in the battle scores 1 XP.
  • Each friendly operative that was incapacitated, but completed any mission actions in the battle, and/or earned you any victory points for controlling an objective marker in the battle, earns 1 XP.
  • For each friendly operative that passes a Casualty test after the battle, if it earned 3 XP from the commendations above, it is not limited to 3 XP as a result of that passed Casualty test.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Honour-Bound’ Spec Op.

Grand Offensive

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.

OPERATION 1: SECURE APPROACHES

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.

OPERATION 2: ALL OUT OFFENSIVE

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.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Secure District’ Spec Op.

Equipment

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:
  • Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.

ROSARY+ [2EP]

The operative gains the following ability for the battle:

Rosary: Once per battle, in the Resolve Successful Hits step of a shooting attack or combat, you can ignore the damage inflicted on this operative from one attack dice.

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:

Dug Trench: While this operative is wholly within your drop zone, each time an enemy operative makes a shooting attack, if it is more than from this operative, this operative is treated as being in Cover provided by Light terrain. This operative loses this ability if it performs a Normal Move, Charge, Fall Back or Dash action.

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:

Chronometer: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does, you can re-roll your dice.

TOPOGRAPHICAL CHART+ [3EP]

The operative gains the following ability for the battle:

Topographical Chart: During the mission sequence, if this friendly operative was selected for deployment, after resolving your selected option in the Scouting step, you can select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection.


Datacards


Trooper Veteran

Astra Militarum Veterans have a great deal of combat experience, gained over experiencing harsh fighting for months or even years. Armed with lasguns and bayonets, they have faced down terrible danger time and time again.

Trooper Veteran

Astra Militarum Veterans have a great deal of combat experience, gained over experiencing harsh fighting for months or even years. Armed with lasguns and bayonets, they have faced down terrible danger time and time again.

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
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
FIELD PROMOTION
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, TROOPER VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, TROOPER VETERAN


Sergeant Veteran

Veteran Sergeants command squads of Veterans in battle. Calm under pressure and unphased by the horrors of war, they are solid combat leaders who will fight tooth and nail to achieve victory as well as see their comrades survive to fight another day.

Sergeant Veteran

Veteran Sergeants command squads of Veterans in battle. Calm under pressure and unphased by the horrors of war, they are solid combat leaders who will fight tooth and nail to achieve victory as well as see their comrades survive to fight another day.

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 , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
Rng , AP2, HotRng , AP2, Hot-
Bayonet
Bayonet
4
3+
2/3
--
Chainsword
Chainsword
4
3+
3/4
BalancedBalanced-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Guardsmen Orders
-
ABILITIES
Guardsmen Orders
UNIQUE ACTIONS
-
DATACARD-RELATED
INSPIRATIONAL LEADERSHIP
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, LEADER, SERGEANT VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, LEADER, SERGEANT VETERAN


Sniper Veteran

Expert marksmen, their skills honed in the harsh conditions of numerous battlefields, Sniper Veterans are sharpshooters who specialise in cutting down key enemy troops at extreme ranges - all unseen by the foe.

Sniper Veteran

Expert marksmen, their skills honed in the harsh conditions of numerous battlefields, Sniper Veterans are sharpshooters who specialise in cutting down key enemy troops at extreme ranges - all unseen by the foe.

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.
-
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.
UNIQUE ACTIONS
-
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, SNIPER VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, SNIPER VETERAN


Gunner Veteran

With experience and skills in wielding a whole host of specialist weapons, Gunner Veterans are called whether a Sergeant Veteran needs a xenos nest burned to nothing, a bunker reduced to melted sludge or to bring down heavy enemy infantry that lasguns are insufficient for.

Gunner Veteran

With experience and skills in wielding a whole host of specialist weapons, Gunner Veterans are called whether a Sergeant Veteran needs a xenos nest burned to nothing, a bunker reduced to melted sludge or to bring down heavy enemy infantry that lasguns are insufficient for.

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
AP1AP1-
Meltagun
Meltagun
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
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
AP1AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, HotAP2, Hot-
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUNNER VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUNNER VETERAN


Confidant Veteran

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.

Confidant Veteran

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
BalancedBalanced-
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.
-
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.
UNIQUE ACTIONS
-
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, CONFIDANT VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, CONFIDANT VETERAN


Demolition Veteran

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.

Demolition Veteran

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*, SilentAP1, 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. 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.
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.
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. 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.
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.
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, DEMOLITION VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, DEMOLITION VETERAN


Zealot Veteran

Zealot Veterans are deeply spiritual warriors, often claiming their survival through the horrifying battlefields they’ve experienced is only thanks to the direct intervention of the Emperor himself.

Zealot Veteran

Zealot Veterans are deeply spiritual warriors, often claiming their survival through the horrifying battlefields they’ve experienced is only thanks to the direct intervention of the Emperor himself.

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.
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.
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.
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.
DATACARD-RELATED
LITANY OF SACRIFICE
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, ZEALOT VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, ZEALOT VETERAN


Medic Veteran

The efforts of the Medic Veteran is all that stands between life and miserable death for the troops of his squad. Equipped with little more than basic medical equipment, they strive to keep their comrades alive in the most hazardous conditions.

Medic Veteran

The efforts of the Medic Veteran is all that stands between life and miserable death for the troops of his squad. Equipped with little more than basic medical equipment, they strive to keep their comrades alive in the most hazardous conditions.

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.
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.
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.
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.
DATACARD-RELATED
DIAGNOSTICATOR
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, MEDIC, MEDIC VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, MEDIC, MEDIC VETERAN


Comms Veteran

Comms Veterans are consummate professionals, accompanying their leaders wherever required whilst carrying heavy equipment, all to receive and transmit communications that are vital for their comrades and superiors to understand the inevitable confusion of battle.

Comms Veteran

Comms Veterans are consummate professionals, accompanying their leaders wherever required whilst carrying heavy equipment, all to receive and transmit communications that are vital for their comrades and superiors to understand the inevitable confusion of battle.

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.
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.
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.
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.
DATACARD-RELATED
VID-CAPTURE RELAY
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, COMMS VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, COMMS VETERAN


Bruiser Veteran

For some, war and fighting just agrees with them. Bruiser Veterans are such people. They look the galaxy’s endless malevolent threats in the eye with a trench club in their hand, ready to bludgeon anything and everything to death.

Bruiser Veteran

For some, war and fighting just agrees with them. Bruiser Veterans are such people. They look the galaxy’s endless malevolent threats in the eye with a trench club in their hand, ready to bludgeon anything and everything to death.

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.
-
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.
UNIQUE ACTIONS
-
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, BRUISER VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, BRUISER VETERAN


Hardened Veteran

Some Veterans are resilient above and beyond even their peers. These troops are steel in body as well as in mind, with bionics in the place of body parts lost in battle. Despite the horrific wounds they have suffered, they fight on still, unbowed.

Hardened Veteran

Some Veterans are resilient above and beyond even their peers. These troops are steel in body as well as in mind, with bionics in the place of body parts lost in battle. Despite the horrific wounds they have suffered, they fight on still, unbowed.

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.
-
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.
UNIQUE ACTIONS
-
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, HARDENED VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, HARDENED VETERAN


Spotter Veteran

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.

Spotter Veteran

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 , SilentBarrage, Unwieldy, Blast , Silent-
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES 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. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
ABILITIES
-
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. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, SPOTTER VETERAN
VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, SPOTTER VETERAN
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Barrage
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative’s base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Guardsmen Orders
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.

INSPIRATIONAL LEADERSHIP1CP
Tactical Ploy
Use this Tactical Ploy during a VETERAN GUARDSMAN LEADER operative’s activation. That operative issues a Guardsmen Order to all friendly VETERAN GUARDSMAN operatives within of and Visible to it.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
IN DEATH, ATONEMENT1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly VETERAN GUARDSMAN operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
OPERATIVE ASSIGNED1RP

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.

Purchase this Requisition before or after a game. Add one operative to your dataslate. This must be an operative from your faction.
GLORY IN DEATH
Veteran Guardsman – Faction Tac Op 3
Reveal this Tac Op at the end of the battle.
  • If more friendly operatives were incapacitated than enemy operatives, but you scored more victory points from the mission objective, you score 2VPs.
BOOTS ON THE GROUND
Veteran Guardsman – Faction Tac Op 1
You can reveal this Tac Op at the end of any Turning Point.
  • At the end of that Turning Point, if there are more friendly operatives than enemy operatives within of your drop zone, and there are more friendly operatives than enemy operatives within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
STAND FAST
Veteran Guardsman – Faction Tac Op 2
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if friendly operatives control two or more objective markers, and friendly operatives control more objective markers than enemy operatives do, you score 1 VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score an additional 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
PLANT BANNER
Security – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be carrying your Banner token. Reveal this Tac Op when that operative drops your Banner token. When you do, until the end of the battle, the Pick Up action can be performed by friendly operatives upon your Banner token.
  • At the end of the battle, if your Banner token is within of but not wholly within your opponent’s drop zone, you score 1VP.
  • At the end of the battle, if your Banner token is wholly within your opponent’s drop zone, you score 2VP.
Operatives can perform the following mission action:

DESTROY BANNER1AP

An operative can perform this action while within of the centre of an opponent’s Banner token. Remove that Banner token from the killzone. An operative cannot perform this action while within of enemy operatives.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
FIELD PROMOTION1RP

As they complete more missions, Veteran Guardsmen learn more skills that enormously benefit their kill team.

Purchase this Requisition before or after a game. Select one friendly TROOPER VETERAN operative with the Ace, Grizzled or Revered rank. Remove that operative from your roster and replace it with a new operative from your faction (excluding a SERGEANT VETERAN operative). The new operative has the same number of experience points as that TROOPER VETERAN operative (select its Battle Honours accordingly) and has the same Battle Scars (if any).

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:

Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
INSPIRATIONAL LEADERSHIP1CP
Tactical Ploy
Use this Tactical Ploy during a VETERAN GUARDSMAN LEADER operative’s activation. That operative issues a Guardsmen Order to all friendly VETERAN GUARDSMAN operatives within of and Visible to it.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

4. LITANY OF SACRIFICE [3EP]

ZEALOT VETERAN operative only. The operative gains the following unique action for the battle:

LITANY OF SACRIFICE1AP

Until 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.

6. DIAGNOSTICATOR [2EP]

MEDIC VETERAN operative only. The operative gains the following abilities for the battle:
  • Each time this operative performs the Medikit action, the friendly operative selected regains D3+3 lost wounds, rather than 2D3.
  • After the battle, in the Update Dataslates step of the mission sequence, if this operative was not incapacitated during the battle, you can re-roll two Casualty tests as a result of this Medic, rather than 1.

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.’
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Unwieldy
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.

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