1 This is an unof icial homebrew. Use with care. ARCHETYPE: SEEK AND DESTROY / SECURITY* / RECON* SPACE MARINE VETERANS A SPACE MARINE VETERANS kill team consists of 5 STERNGUARD VETERAN operatives, or 5 VANGUARD VETERAN operatives. Each time you select operatives for deployment, you must choose whether to select STERNGUARD VETERAN operatives or VANGUARD VETERAN operatives. You only have access to the Security archetype if you deploy as Sternguard Veterans, and you only have access to the Recon archetype if you deploy as Vanguard Veterans. STERNGUARD VETERAN OPERATIVES STERNGUARD VETERAN operatives are selected as follows: - 1 STERNGUARD SERGEANT operative equipped with one of the following options: - Fists, Scoped Bolt Pistol, and one option selected from the following: - Special Issue Bolt Rifle, Combi-Plasma, Combi-Melta, Combi-Grav, or Combi-Flamer - Plasma Pistol and one of the following: - Power Sword, Power Axe, Power Maul, Power Fist, Chainsword, or Lightning Claw - 4 operatives selected from the following list: - STERNGUARD WARRIOR operative equipped with Fists, Bolt Pistol, and one option chosen from the following: - Special Issue Bolt Rifle, Combi-Plasma, Combi-Melta, Combi-Grav, or Combi-Flamer - STERNGUARD HEAVY GUNNER operative equipped with Gun Butt, Bolt Pistol, and one of the following options: - Heavy Bolter or Heavy Flamer VANGUARD VETERAN OPERATIVES VANGUARD VETERAN operatives selected as follows: - 1 VANGUARD SERGEANT operative equipped with one of the following options: - Dual Lightning Claws - One option selected from each of the following: - Bolt Pistol or Storm Shield - Power Sword, Power Axe, Power Maul, Chainsword, Power Fist, Thunder Hammer, or Lightning Claw - 4 operatives selected from the following list: - VANGUARD WARRIOR operative equipped with one of the following options: - Dual Lightning Claws - One option selected from each of the following: - Bolt Pistol or Storm Shield - Power Sword, Power Axe, Power Maul, Chainsword, Power Fist, Thunder Hammer, or Lightning Claw - VANGUARD GUNNER operative equipped with one of the following options: - One option selected from each of the following: - Plasma Pistol, Grav-Pistol, Inferno Pistol (max 1 per team), or Hand Flamer - Power Sword, Power Axe, Power Maul, Chainsword, Power Fist, Thunder Hammer, or Lightning Claw Your kill team can include no more than 1 Heavy Gunner operative, and no more than two Vanguard Gunner operatives. 2 New Rules Disciplined Warriors Sometimes, victory is achieved by waiting for the enemy to make a mistake. The veterans of the Adeptus Astartes know this lesson well, and have the discipline to hold positions until the most opportune moment. In the Firefight phase of each Turning Point, if you have no more than 1 ready operative and your opponent has more than 1 ready operative, if it is your turn to activate a ready operative, you may instead pass your activation or perform an Overwatch action with one of your activated operatives, as if you had no ready friendly operatives remaining. Bolt and Combi-weapons Some rules refer to “Bolt weapons” and “Combi-weapons”. A Bolt weapon is any weapon with Bolt in its name. A Combi-weapon is any weapon with Combi in its name. New Weapon Special Rule: Grav Each time an operative performs a shooting attack with this weapon, this weapon has the Lethal x+ special rule, where x is one step worse than the target’s Save characteristic. For example, if the target has a Save characteristic of 3+, this weapon would have the Lethal 4+ special rule. New Weapon Special Rule: Combi An operative that is equipped with this weapon is also equipped with a Boltgun weapon. Table of Contents SPACE MARINE VETERANS KILL TEAM 2 NEW ABILITIES AND SPECIAL RULES 3 Table of Contents 3 SPACE MARINE VETERANS PLOYS 5 SPACE MARINE VETERANS OPERATIVES 6 EQUIPMENT 11 TAC OPS 12 SPACE MARINE VETERANS SPEC OPS RULES 13 3 SPACE MARINE VETERANS PLOYS If your faction is SPACE MARINE VETERANS , you can use the Space Marine Veterans Strategic and Tactical Ploys below during the game. Strategic Ploys Tactical Ploys And They Shall Know No Fear 1CP Enhanced Optics 1CP Until the end of the Turning Point, friendly SPACE MARINE VETERANS operatives are not injured, and you can ignore any or all modifiers to their APL. Use this Tactical Ploy when a friendly SPACE MARINE VETERANS operative is activated. Until the end of its activation: - Enemy operatives within 4” of it are not considered to be in Cover (instead of within 2”). - Ignore the first 2” of an area of smoke when determining Cover lines to other operatives. Signal Reposition 1CP Select any number of friendly SPACE MARINE VETERANS operatives within 6” of a friendly Leader operative. Each of those operatives may perform a Dash action. Sidearm Expertise 1CP His Finest Warriors 1CP Use this Tactical Ploy after an enemy operative finishes an action within 6” of a friendly SPACE MARINE VETERANS operative that has an Engage order. Interrupt that operative’s activation and perform an Overwatch action with that friendly operative. For that Overwatch action, it must select a Bolt Pistol or Scoped Bolt Pistol weapon. Then, if the enemy operative was not incapacitated or revived as a result of that Overwatch action, continue its activation as normal. Until the end of the Turning Point: - Each time a friendly SPACE MARINE VETERANS operative is the target of a shooting attack, you can ignore any or all modifiers to its Defense characteristic. - Each time a damage die inflicts damage on a friendly SPACE MARINE VETERANS operative in combat, reduce that damage by 1 (to a minimum of 1). - Each time a friendly SPACE MARINE VETERANS operative would lose a wound as a result of a Mortal Wound, roll a D6; on a 5+, that wound is not lost. You can only use this ploy once per battle. Mixed Combat Doctrine 1CP Use this Tactical Ploy in the Select Operatives step of the mission sequence, before selecting your operatives. - If you choose to deploy as Sternguard Veterans, you can select one Vanguard Warrior operative instead of one Sternguard Heavy Gunner operative. - If you choose to deploy as Vanguard Veterans, you can select one Sternguard Warrior operative instead of one Vanguard Gunner operative. Ammunition Requisition 1CP Use this Tactical Ploy in the Select Equipment step of the mission sequence. Until the end of the battle, reduce the EP cost of equipment items marked with a + by 1 (to a minimum of 0) 4 STERNGUARD VETERAN PLOYS If you choose to deploy as Sternguard Veterans, you can use the Sternguard Veteran Strategic and Tactical Ploys below during the game. Sternguard Veteran Strategic Ploys Sternguard Veteran Tactical Ploys Marksman’s Honour 1CP Called Shot 1CP Until the end of the Turning Point, each time a friendly SPACE MARINE VETERANS operative performs a Shoot action, if it uses a Bolt weapon for that shooting attack, in the Roll Attack Dice step, you can retain one of your attack dice as a successful normal hit instead of rolling it. Use this Tactical Ploy when a friendly Sternguard Veteran operative performs a Shoot action in which a Boltgun or Special Issue Bolt Rifle is selected as the weapon. For the duration of that action: - The selected weapon has an Attacks characteristic of 1 and gains the Lethal 5+ special rule. - The defender does not roll or retain defence dice. If the target suffers Critical Damage as a result of that action, choose one of the following: ● Subtract 1 from the target’s APL characteristic. ● The target is treated as injured until the end of its next activation, regardless of any rules saying it cannot be injured. ● Select one weapon the target is equipped with; until the end of that operative’s next activation, worsen the Ballistic Skill or Weapon Skill characteristic (as appropriate for the weapon) by 2 for that weapon. Inescapable Mark 1CP Select an enemy operative. Until the end of the Turning Point, each time a friendly Sternguard Veteran operative performs a Shoot action, it can fire with Inescapable Accuracy. If it does: - If that enemy operative is Visible and not Obscured, it is a valid target for that Shoot action (even if it has a Conceal order). - Worsen the Ballistic Skill characteristic of that friendly Sternguard Veteran operative by 1 for the duration of the shooting attack. Fire Drill 1CP Use this Tactical Ploy when a friendly Sternguard Veteran operative activates. Until the end of that activation, if it does not move except by performing a Dash action during that activation, it can perform two Shoot actions. Scrutinise-Pattern Scanners 1CP Use this Tactical Ploy in the Set Up Barricades step of the mission sequence. Select one of your barricades. Until the end of the battle, while a friendly Sternguard Veteran operative is within 1” of that barricade, it has the following ability: Scrutinise-Pattern Scanner: Each time this operative performs a shooting attack, in the Select Valid Targets step of that shooting attack, enemy operatives that are Visible to and within 6” of this operative are valid targets (even if they wouldn’t normally be). 5 VANGUARD VETERAN PLOYS If you choose to deploy as Vanguard Veterans, you can use the Vanguard Veteran Strategic and Tactical Ploys below during the game. Vanguard Veteran Strategic Ploys Vanguard Veteran Tactical Ploys Bladesmen 1CP Defensive Play 1CP Until the end of the Turning Point, each time a friendly SPACE MARINE VETERANS operative fights in combat, in the Roll Attack Dice step of that combat, if you retain 3 or more successful hits, you can change one of your successful Normal Hits to a Critical Hit. Use this Tactical Ploy when a friendly Vanguard Veteran operative fights in combat, before rolling attack dice. Until the end of that combat: - That friendly operative can only choose to parry, not strike. - That friendly operative starts resolving hits, even if it is not the attacker. - Each time that friendly operative parries using a Critical Hit, two of your opponent’s successful Normal and/or Critical Hits are discarded (instead of one). Advanced Assault Doctrine 1CP Until the end of the Turning Point, each time a friendly Vanguard Veteran operative performs a Charge action, while it is not within Engagement Range of an enemy operative, it can perform a Shoot action at any point during that Charge action, and any remaining increments of movement can be used after it does so. Skullbreaker Bash 1CP Use this Tactical Ploy when a friendly Vanguard Veteran operative would strike with a critical hit in combat. For that attack die, that operative’s melee weapon has a Critical Damage characteristic of 4 and the Stun special rule. Pierced Defences 1CP Until the end of the Turning Point, each time a friendly Vanguard Veteran operative performs a Shoot action, for the duration of that shooting attack, enemy operatives are not in Cover from barricades. 6 STERNGUARD SERGEANT M APL GA 3O 3 1 DF SV W 3 3+ 14 NAME A BS/WS D SR ! Scoped Bolt Pistol Each time this weapon is selected to make a shooting attack with, select one of the pro iles below to use: - Short Range 4 2+ 3/4 Rng 6” P1 - Long Range 4 3+ 3/4 - P1 Plasma Pistol 4 2+ 4/5 AP1, Hot, Rng 6” - Boltgun 4 2+ 3/4 - - Special Issue Bolt Rifle 4 2+ 3/5 - P1 Combi-Plasma 4 2+ 4/5 AP2, Hot, Combi - Combi-Melta 4 2+ 6/3 AP2, Rng 6”, Combi MW4 Combi-Flamer 5 2+ 3/3 Rng 6”, Torrent 2”, No Cover, Combi - Combi-Grav 4 2+ 3/4 Grav, Combi Stun Chainsword 5 2+ 4/5 - Rending Power Sword 5 2+ 4/6 Lethal 5+ - Power Axe 5 2+ 5/5 - - Power Maul 5 2+ 4/5 - Stun Power Fist 5 3+ 5/7 Brutal - Lightning Claw 5 2+ 4/6 - Reap 1 Fists 4 3+ 3/4 - - ABILITIES UNIQUE ACTIONS - - SPACE MARINE VETERANS , Imperium, Adeptus Astartes, <Chapter>, Sternguard Veteran, Leader Combat Staunch Marksman Scout 7 STERNGUARD WARRIOR M APL GA 3O 3 1 DF SV W 3 3+ 13 NAME A BS/WS D SR ! Bolt Pistol 4 3+ 3/4 Rng 6” P1 Boltgun 4 3+ 3/4 - - Special Issue Bolt Rifle 4 3+ 3/5 - P1 Combi-Plasma 4 3+ 4/5 AP2, Hot, Combi - Combi-Melta 4 3+ 6/3 AP2, Rng 6”, Combi MW4 Combi-Flamer 5 3+ 3/3 Rng 6”, Torrent 2”, No Cover, Combi - Combi-Grav 4 3+ 3/4 Grav, Combi Stun Fists 4 3+ 3/4 - - ABILITIES UNIQUE ACTIONS - - SPACE MARINE VETERANS , Imperium, Adeptus Astartes, <Chapter>, Sternguard Veteran, Warrior Combat Staunch Marksman Scout STERNGUARD HEAVY GUNNER M APL GA 3O 3 1 DF SV W 3 3+ 13 NAME A BS/WS D SR ! Bolt Pistol 4 3+ 3/4 Rng 6” P1 Heavy Bolter 5 3+ 4/5 Heavy, Fusillade P1 Heavy Flamer 6 2+ 3/4 Rng 6”, Torrent 2”, No Cover, Heavy - Gun Butt 3 3+ 3/4 - - ABILITIES UNIQUE ACTIONS - - SPACE MARINE VETERANS , Imperium, Adeptus Astartes, <Chapter>, Sternguard Veteran, Heavy Gunner Combat Staunch Marksman Scout 8 VANGUARD SERGEANT M APL GA 3O 3 1 DF SV W 3 3+ 14 NAME A BS/WS D SR ! Bolt Pistol 4 2+ 3/4 Rng 6” P1 Dual Lightning Claws 6 2+ 4/6 Ceaseless Reap 1 Lightning Claw 5 2+ 4/6 - Reap 1 Power Sword 5 2+ 4/6 Lethal 5+ - Power Axe 5 2+ 5/5 - - Power Maul 5 2+ 4/5 - Stun Chainsword 5 2+ 4/5 - Rending Power Fist 5 3+ 5/7 Brutal - Thunder Hammer 5 3+ 5/6 - Stun ABILITIES UNIQUE ACTIONS Hammer of Wrath: After this operative performs a Jump Pack Assault action, you can select one enemy operative within Engagement Range of this operative and roll 3D6. For each result of 5+, that operative su ers 1 mortal wound. Furious Charge: This operative can perform 2 Fight actions in an activation in which it also performs a Charge action. Storm Shield: If this operative is equipped with a storm shield: - It has a 4+ invulnerable save. - Each time it ights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one). Jump Pack Assault (2AP): Perform a free Normal Move or Charge action using this operative. For the duration of that action, this operative has the Fly keyword and it must move up to 12” in a single straight line. It cannot perform this action while within Engagement Range of an enemy operative. SPACE MARINE VETERANS , Imperium, Adeptus Astartes, <Chapter>, Vanguard Veteran, Leader Combat Staunch Marksman Scout 9 VANGUARD WARRIOR M APL GA 3O 3 1 DF SV W 3 3+ 13 NAME A BS/WS D SR ! Bolt Pistol 4 3+ 3/4 Rng 6” P1 Dual Lightning Claws 6 3+ 4/6 Ceaseless Reap 1 Lightning Claw 5 3+ 4/6 - Reap 1 Power Sword 5 3+ 4/6 Lethal 5+ - Power Axe 5 3+ 5/5 - - Power Maul 5 3+ 4/5 - Stun Chainsword 5 3+ 4/5 - Rending Power Fist 5 4+ 5/7 Brutal - Thunder Hammer 5 4+ 5/6 - Stun ABILITIES UNIQUE ACTIONS Hammer of Wrath: After this operative performs a Jump Pack Assault action, you can select one enemy operative within Engagement Range of this operative and roll 3D6. For each result of 5+, that operative su ers 1 mortal wound. Furious Charge: This operative can perform 2 Fight actions in an activation in which it also performs a Charge action. Storm Shield: If this operative is equipped with a storm shield: - It has a 4+ invulnerable save. - Each time it ights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one). Jump Pack Assault (2AP): Perform a free Normal Move or Charge action using this operative. For the duration of that action, this operative has the Fly keyword and it must move up to 12” in a single straight line. It cannot perform this action while within Engagement Range of an enemy operative. SPACE MARINE VETERANS , Imperium, Adeptus Astartes, <Chapter>, Vanguard Veteran, Warrior Combat Staunch Marksman Scout 10 VANGUARD GUNNER M APL GA 3O 3 1 DF SV W 3 3+ 13 NAME A BS/WS D SR ! Plasma Pistol 4 3+ 4/5 AP1, Hot - Grav-Pistol 4 3+ 3/4 Grav, Combi, Rng 6” Stun Inferno Pistol 4 3+ 5/3 AP2, Rng 3” MW3 Hand Flamer 4 2+ 2/3 Rng 6”, Torrent 1”, No Cover - Dual Lightning Claws 6 3+ 4/6 Ceaseless Reap 1 Lightning Claw 5 3+ 4/6 - Reap 1 Power Sword 5 3+ 4/6 Lethal 5+ - Power Axe 5 3+ 5/5 - - Power Maul 5 3+ 4/5 - Stun Chainsword 5 3+ 4/5 - Rending Power Fist 5 4+ 5/7 Brutal - Thunder Hammer 5 4+ 5/6 - Stun ABILITIES UNIQUE ACTIONS Hammer of Wrath: After this operative performs a Jump Pack Assault action, you can select one enemy operative within Engagement Range of this operative and roll 3D6. For each result of 5+, that operative su ers 1 mortal wound. Furious Charge: This operative can perform 2 Fight actions in an activation in which it also performs a Charge action. Jump Pack Assault (2AP): Perform a free Normal Move or Charge action using this operative. For the duration of that action, this operative has the Fly keyword and it must move up to 12” in a single straight line. It cannot perform this action while within Engagement Range of an enemy operative. SPACE MARINE VETERANS , Imperium, Adeptus Astartes, <Chapter>, Vanguard Veteran, Gunner Combat Staunch Marksman Scout 11 EQUIPMENT SPACE MARINE VETERANS operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a * can be selected a maximum of once, and each operative can be equipped with no more than one of each item. An operative can be equipped with no more than one item of equipment marked with a + Frag Grenade [2EP] The operative is equipped with the following ranged weapon for the battle: Name A BS D SR ! Frag Grenade 4 3+ 2/3 Blast 2”, Indirect, Rng 6”, Limited - 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 D SR ! Krak Grenade 4 3+ 4/5 AP1, Indirect, Rng 6”, Limited - Dragonfire Bolts + [1EP] Special Issue Bolt Rifle, Scoped Bolt Pistol, and Bolt Pistol weapons the operative is equipped with gain the No Cover special rule until the end of the battle. Hellfire Bolts + [2EP] Special Issue Bolt Rifle, Scoped Bolt Pistol, and Bolt Pistol weapons the operative is equipped with gain the Rending special rule until the end of the battle. Kraken Bolts + [2EP] Special Issue Bolt Rifle, Scoped Bolt Pistol, and Bolt Pistol weapons the operative is equipped with gain the AP1 special rule until the end of the battle.. Vengeance Bolts + [2EP] Add 1 to the Normal Damage characteristic of Special Issue Bolt Rifle, Scoped Bolt Pistol, and Bolt Pistol weapons this operative is equipped with until the end of the battle. Drum Mag [1EP] Special Issue Bolt Rifle weapons the operative is equipped with gain the Ceaseless special rule until the end of the battle. Artificer Armour* [3EP] The operative gains the following ability for the battle: Artificer Armour: Each time this operative is the target of a shooting attack, for the duration of that shooting attack, treat the x value of the APx rule of the attacker’s weapon (including the effect of the Px rule) as 1 less (to a minimum of 0). Power Sword* [2EP] Sternguard Sergeant operative only. The operative is equipped with the following melee weapon for the battle: Name A WS D SR ! Power Sword 4 3+ 4/6 Lethal 5+ - Personal Heraldry [2EP] The operative gains the following ability for the battle: Personal Heraldry: When determining control of an objective marker, treat this operative’s APL characteristic as 1 higher. Note that this is not a modifier. Additionally, you can ignore any or all modifiers to this operative’s APL characteristic and it is not affected by the Stun special rule. Scoped Bolt Pistol [1EP] Operative with Bolt Pistol only. The operative is equipped with the following ranged weapon for the battle (note that it can still use its Bolt Pistol as normal): Name A WS D SR ! Scoped Bolt Pistol 4 4+ 3/4 - P1 Iron Halo* [3EP] The operative gains the following ability until the end of the battle: Iron Halo: This operative has a 4+ invulnerable save. 12 TAC OPS If your faction is SPACE MARINE VETERANS , you can use the SPACE MARINE VETERANS Tac Ops listed below, as specified in the mission sequence. Tac Op 1: Decapitating Strike Tac Op 3: Clear Enemy Position You can reveal this Tac Op in the Target Reveal step of any Turning Point. At the end of that Turning Point: - If more than 25% of the enemy team was incapacitated during that Turning Point, you score 1VP. - If more than 33% of the enemy team was incapacitated during that Turning point, you score 1VP. (Note that this Tac Op can only be scored during the turn it was revealed) You can only use this Tac Op if you chose to deploy as Vanguard Veterans. You must reveal this Tac Op in the Target Reveal step of the second Turning Point. Your opponent selects one mission objective marker. - At the end of any Turning Point, if there are no enemy operatives within 2” of that objective marker, you score 1VP. - At the end of any Turning Point, if there are no enemy operatives within 2” of that objective marker and you control that objective marker, you score 1VP. Tac Op 2: Push the Line You can only use this Tac Op if you chose to deploy as Sternguard Veterans. You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first. - At the end of any Turning Point, if the enemy team controls no objective markers that are wholly within your territory or on the centre line, you score 1VP. - At the end of the battle, if the enemy team controls no objective markers that are wholly within your territory or on the centre line, you score 1VP. 13 FACTION SPEC OPS RULES Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have selected SPACE MARINE VETERANS as your faction keyword. Battle Honours Each time a SPACE MARINE VETERANS operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Veteran Marine 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 Marine Specialist D6 Battle Honour 1 Sidearm Expert: Each time this operative performs an Overwatch action using an equipped Bolt Pistol or Scoped Bolt Pistol, do not reduce its Ballistic Skill characteristic as a result of the Overwatch action. 2 Swift Righteousness: Each time this operative performs a Dash action, it can move up to 4” (instead of up to 3”). 3 Furious Leap: Each time this operative performs a Charge action, if the point where it started the Charge action is at least 2” higher than the point where it finished it, it gains the following ability in the next combat it fights in until the end of its activation: Furious Leap: The first time this operative resolves a successful hit each combat, if it strikes with a successful Normal Hit, you can choose for that die to inflict Critical Damage instead. 4 On Wings of Fire: Vanguard Veteran operative only. In the first Turning Point of each battle, this operative has the Fly keyword. 5 Steady Aim: Each time this operative performs a shooting attack, if it has not moved other than by performing a Dash action during that Turning Point, improve the Ballistic Skill characteristic of ranged weapons it is equipped with by 1. 6 Bolter and Blade: After this operative performs a Shoot action against an enemy operative using a Bolt weapon during its activation, until the end of this operative’s activation, each time it fights in combat against that enemy operative, in the Roll Attack Dice step of that combat, you can reroll any or all of your attack dice of one result (e.g. all results of 2). 14 Rare Equipment Each time you would determine an item of rare equipment to add to your stash, if your faction is SPACE MARINE VETERANS , you can determine one from the table below instead of determining one from another source. 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 Power Weapon [2EP] Sternguard Veteran Sergeant or Vanguard Veteran operative only. The operative is equipped with the following melee weapon until the end of the battle: Name A WS D SR ! Relic Power Weapon 5 3+ 5/6 Lethal 5+ Stun 2. Peerless-Class Scope [2EP] Select one Special Issue Bolt Rifle or Scoped Bolt Pistol weapon the operative is equipped with. Until the end of the battle, that weapon gains the No Cover special rule and the following special rule: Peerless-Class Scope: Each time an operative performs a shooting attack with this weapon, in the Select Valid Targets step of that shooting attack, enemy operatives are not obscured. 3. Shield of the Impervious [2EP] Operative with Storm Shield only. Until the end of the battle, that operative gains the following ability: Shield of the Impervious: This operative has a 3+ invulnerable save. Once per battle, when this operative is the target of a shooting attack , in the Roll Defense Dice step of that shooting attack, you can use this ability to reroll all defence dice results of 1. 4. Multi-Melta [2EP] Heavy Gunner operative only. The operative is equipped with the following ranged weapon until the end of the battle instead of its Heavy Bolter or Heavy Flamer: Name A WS D SR ! Multi-Melta 4 3+ 6/3 AP2 MW4 5. Company Standard [2EP] The operative gains the following ability until the end of the battle: Company Standard: While this operative is within 3” of an objective marker, it dominates it. A friendly operative that dominates an objective marker always controls it, regardless of any other rules or the APL of enemy operatives within the required distance of it. If an enemy operative would also dominate that objective marker, control is determined as normal. 6. Terminator Armour [4EP] Until the end of the battle: - The operative has a Movement characteristic of 4”. - The operative has a Defense characteristic of 4. - The operative has the following ability: Terminator Armour: This operative has a 5+ invulnerable save. This operative cannot be in Cover from Light Cover. Additionally, each time this item of Rare Equipment is equipped to an operative, you must select one of the following weapon options: Storm Bolter and Power Fist, or Dual Lightning Claws. Until the end of the battle, that operative is equipped with those weapons instead of the weapons on its Datacard: Name A WS/BS D SR ! Storm Bolter 5 3+ 3/4 Ceaseless - Power Fist 5 4+ 5/7 Brutal - Dual Lightning Claws 6 3+ 4/6 Ceaseless Reap 1 15 Strategic Assets Each time you would add a strategic asset to your base of operations, if your faction is SPACE MARINE VETERANS , 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. Ammunition Storage Unorthodox Practices In order to exterminate all the chapter’s foes, a squad might be afforded the . While your base of operations has this strategic asset, the following items of SPACE MARINE VETERAN equipment are treated as being in your stash in unlimited amounts: - Dragonfire Bolts - Hellfire Bolts - Kraken Bolts - Vengeance Bolts Additionally, you can equip one operative with one of these items for free each battle. Space marines often revere the Codex Astartes’ tactical wisdom, but the seniors among them know when deviating from its teachings may prove the better option. When you choose to deploy as Sternguard Veterans, you can use the Vanguard Veteran Tactical Ploys as if you had chosen to deploy as Vanguard Veterans. When you choose to deploy as Vanguard Veterans, you can use the Sternguard Veteran Tactical Ploys as if you had chosen to deploy as Sternguard Veterans. Requisitions In a Spec Ops campaign, if your faction is SPACE MARINE VETERANS , you can use the following Requisitions in addition to those presented in other publications. Warrior of Multitudes 1RP Dominate 1RP An Astartes is trained in all forms of combat known to mankind, and is always ready to adapt to the current battlefield. Use this Requisition before or after a battle. Select one operative on your roster. Then, you can use the Operative Assigned Requisition for free; however, the operative that is added is considered an Alternate Loadout for the selected operative. When building a kill team for a mission, you can only include the original version of each operative or one of their Alternate Loadouts. The original and Alternate Loadouts of each operative share XP, Specialisms, and Battle Honours; if one gains XP, the others gain the same amount, and the same Specialisms and Battle Honours must be selected for each (ignoring Specialism and Battle Honour restrictions). If the selected operative has the Leader keyword, the Alternate Loadout operative that is added must be a Sternguard Sergeant or Vanguard Sergeant operative; if the operative does not have the Leader keyword, the Alternate Loadout likewise cannot be a Sternguard or Vanguard Sergeant operative.. For a force as thinly spread as the Astartes, a swift end to their enemies’ plots is paramount to victory. Use this Requisition while you are in the first operation of a Spec Op, after a battle that you won and at the end of which you controlled all objective markers within the opponent’s territory. Reduce the required games to complete that Operation by 1 (even if you also accomplished the Operation goal). 16 Spec Ops Each time you would select a Spec Op for your kill team to be assigned to, if your faction is SPACE MARINE VETERANS , you can select one from the list below instead of selecting one from another source. DEEP STRIKE An enemy target needs to be taken out, but it is far behind enemy lines and only your team has any chance of reaching it. OPERATION 1: CLOSE IN COMMENDATION: To reach the target will require repeated piercing strikes, each moving farther behind enemy lines. Complete five games in which you scored victory points from the “Clear Enemy Position”, “Push the Line”, and/or “Surge Forward” Tac Ops. - You gain one Requisition Point. - You can distribute 3XP among the operatives in your roster. - You can add one item of Rare Equipment to your stash. - After the battle, all friendly operatives pass Casualty and Recovery tests. OPERATION 2: STRIKE OUT SPEC OPS BONUS: One swift attack should be all it takes to eliminate the threat. Complete one game in which you scored 2 victory points from the “Assassinate Target” Tac Op. For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an “Elimination” Spec Op. UNBROKEN DEFENCE By the honour of the chapter, we will stand fast. Be they xenos, heretic, or mutant, none will dare to assail the position we build. OPERATION 1: HOLD THE LINE COMMENDATION: You must establish a defensive perimeter so strong that no foe will dare try a second attack. In each game, make note of if the enemy team controlled any objective marker that is wholly within your territory at the end of any Turning Point. Complete five games in which the enemy did not control any such objective marker. - You gain three Requisition Points. - Increase your Asset Capacity by one. OPERATION 2: PLANT OUR BANNER SPEC OPS BONUS: With your dominance established, you need only set down our banner to mark our territory. Complete one game in which you scored victory points from the “Secure Centre Line/Plant Banner” Tac Op. For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a “Secure District” Spec Op. 17