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Krieg kill team (Warhammer 40,000: Kill Team (2021)) [10 EP]

Veteran Guardsman Kill Team (Veteran Guardsmen) [10 EP]


Configuration

Game Type
Selections: Matched
Categories: C

Reference

Guardsmen Order Reference


Categories: R
Abilities: Fix Bayonets!, Hold Position!, Move! Move! Move!, Take Aim!

Abilities Ability Ref

Fix Each time a friendly operative that was issued this order fights in combat, in the Roll Attack Dice step of that
Bayonets! combat, you can re-roll any or all of your attack dice results of 1.

Each time a shooting attack is made against a friendly operative that was issued this order, in the Roll
Hold Defence Dice step of that shooting attack, if that Operative is in Cover, you can re-roll any or all of your
Position! defence dice results of 1. Friendly operatives that were issued this order cannot perform Dash or Charge
actions.

Move!
Move! Add ▲ to the Movement characteristics of each friendly operative that was issued this order.
Move!

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
Take Aim!
shooting attacks made with the mortar barrage and remote mine ranged weapons, or attacks made with
tactical assets.

Leader [2 EP]

Sergeant Veteran w/ pistol and melee weapon [2 EP]


Selections: Laspistol, Power weapon, Trench shovel [2 EP]
Categories: VETERAN GUARDSMAN, I ,A M ,S V ,L
Rules: Lethal x, Rng x
Abilities: Guardsman Orders, Equipment: Dig Trench, Operative: Sergeant Veteran, Weapons: ⌖ Laspistol, ⚔ Power weapon

Abilities Ability Ref

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 Guardsman Order: if it does, all friendly VETERAN GUARDSMAN operatives within of and
Visible to it are issued a Guardsman Order.
Guardsman
Each time a friendly operative issues a Guardsman Order, select one Guardsman Order to take effect until
Orders
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 (pg 45), they must be different Guardsmen Orders.

Equipment Equipment Ref

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

Operative M APL GA DF SV W Ref

Sergeant Veteran 3⬤ 2 1 3 5+ 8

Weapons A WS/BS D SR ! Ref

⌖ Laspistol 4 3+ 2/3 Rng

⚔ Power weapon 4 3+ 4/6 Lethal 5+ -

[ ]
Operative [8 EP]

Bruiser Veteran
Selections: Bayonet, Lasgun, Trench club
Categories: VETERAN GUARDSMAN, I ,A M ,B V ,O
Rules: Stun
Abilities: Bruiser, Operative: Bruiser Veteran, Weapons: Trench club, ⌖ Lasgun, ⚔ Bayonet

Abilities Ability Ref

Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that
Bruiser
combat, you can ignore the damage inflicted on it from one normal hit.

Operative M APL GA DF SV W Ref

Bruiser Veteran 3⬤ 2 1 3 5+ 7

Weapons A WS/BS D SR ! Ref

Trench club 3 3+ 3/3 - Stun

⌖ Lasgun 4 4+ 2/3 - -

⚔ Bayonet 3 4+ 2/3 - -

Comms Veteran
Selections: Bayonet, Lasgun
Categories: VETERAN GUARDSMAN, I ,A M ,C V ,O
Abilities: Relay Orders, Operative: Comms Veteran, Unique Actions: Signal (1AP), Weapons: ⌖ Lasgun, ⚔ Bayonet

Abilities Ability Ref

Once in each Turning Point, when this operative is issued a Guardsman Order, it can relay it. If an order is
Relay
relayed, subtract one from this operative's APL and all friendly VETERAN GUARDSMAN�� operatives in the
Orders
Kill Team are issued that order.

Operative M APL GA DF SV W Ref

Comms Veteran 3⬤ 2 1 3 5+ 7

Unique
Unique Action Ref
Actions

Signal Select one friendly VETERAN GUARDSMAN�� that is within of and Visible to this operative. Add 1 to its APL.
(1AP) This operative cannot perform this action if it is within Engagement Range of an enemy operative.

Weapons A WS/BS D SR ! Ref

⌖ Lasgun 4 4+ 2/3 - -

⚔ Bayonet 3 4+ 2/3 - -
Demolition Veteran [2 EP]
Selections: Bayonet, Frag Grenade [2 EP], Lasgun, Remote mine
Categories: VETERAN GUARDSMAN, I ,A M ,D V ,O
Rules: APx, Blast x, Indirect, Limited, Rng x, Silent


Abilities: Detonate, Operative: Demolition Veteran, Unique Actions: Plant Mine (1AP), Weapons: Frag grenade, ⌖ Lasgun, ⌖ Remote
mine, Bayonet

Abilities Ability Ref

operative within ⬛
Each time this operative makes a Shoot action using its remote mine, make a shooting attack against each
of the centre of its Mine token with that weapon. When making those shooting attacks,
each operative is treated as being Visible and not Obscured, but when determining if it is in Cover, treat this
Detonate
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.

Operative M APL GA DF SV W Ref

Demolition Veteran 3⬤ 2 1 3 5+ 7

Unique
Unique Action Ref
Actions

Plant ▲
Place a Mine token within of this operative, then perform a free Dash action. This operative cannot perform
Mine this action if it is within Engagement Range of an enemy operative, or if this operative's Mine token is in the
(1AP) killzone. If this operative is incapacitated and removed from the killzone, remove its Mine token.

Weapons A WS/BS D SR ! Ref

Frag grenade 4 3+ 2/3 Rng , Limited, Blast ⬤, Indirect -

⌖ Lasgun 4 4+ 2/3 - -

⌖ Remote mine 4 2+ 5/6 AP1, Detonate*, Silent

⚔ Bayonet 3 4+ 2/3 - -

Gunner Veteran w/ flamer


Selections: Bayonet, Flamer
Categories: VETERAN GUARDSMAN, I ,A M ,G V ,O
Rules: Rng x, Torrent x
Operative: Gunner Veteran, Weapons: ⌖ Flamer, ⚔ Bayonet

Operative M APL GA DF SV W Ref

Gunner Veteran 3⬤ 2 1 3 5+ 7

Weapons A WS/BS D SR ! Ref

⌖ Flamer 5 2+ 2/2 Rng , Torrent ⬤ -

⚔ Bayonet 3 4+ 2/3 - -
Hardened Veteran
Selections: Bayonet, Bionic arm, Lasgun
Categories: VETERAN GUARDSMAN, I ,A M ,H V ,O
Abilities: Hardened by War, Operative: Hardened Veteran, Weapons: ⌖ Lasgun, ⚔ Bayonet, ⚔ Bionic arm

Abilities Ability Ref

Hardened Each time this operative would lose a wound, roll one D6; on a 5+, that wound is not lost. You can ignore
by War any or all modifiers to this operative's APL.

Operative M APL GA DF SV W Ref

Hardened Veteran 3⬤ 2 1 3 5+ 7

Weapons A WS/BS D SR ! Ref

⌖ Lasgun 4 4+ 2/3 - -

⚔ Bayonet 3 4+ 2/3 - -

⚔ Bionic arm 3 4+ 4/5 - -

Medic Veteran
Selections: Bayonet, Lasgun
Categories: VETERAN GUARDSMAN, A M ,M ,M V ,O
Abilities: Medic!, Operative: Medic Veteran, Unique Actions: Medikit (1AP), Weapons: ⌖ Lasgun, ⚔ Bayonet

Abilities Ability Ref

while Visible to and within ⬛


Once per Turning Point, the first time another friendly VETERAN GUARDSMAN operative would be incapacitated
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
Medic!
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.

Operative M APL GA DF SV W Ref

Medic Veteran 3⬤ 2 1 3 5+ 7

Unique
Unique Action Ref
Actions


Select one friendly VETERAN GUARDSMAN operative within of and Visible to this operative. That operative
Medikit regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Medic! ability
(1AP) during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an
enemy operative.

Weapons A WS/BS D SR ! Ref

⌖ Lasgun 4 4+ 2/3 - -

⚔ Bayonet 3 4+ 2/3 - -
Spotter Veteran [2 EP]
Selections: Bayonet, Hand axe [2 EP], Lasgun, Mortar barrage
Categories: VETERAN GUARDSMAN, I ,A M ,S V ,O
Rules: Barrage, Blast x, Silent, Unwieldy
Operative: Spotter Veteran, Unique Actions: Spotter (2AP), Weapons: Hand axe, ⌖ Lasgun, ⌖ Mortar barrage, ⚔ Bayonet

Operative M APL GA DF SV W Ref

Spotter Veteran 3⬤ 2 1 3 5+ 7

Unique
Unique Action Ref
Actions

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.
Spotter
After this activation ends, you can activate that other friendly operative, and during its next activation, it treats
(2AP)
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.

Weapons A WS/BS D SR ! Ref

Hand axe 3 4+ 3/5 - -

⌖ Lasgun 4 4+ 2/3 - -

⌖ Mortar barrage 5 4+ 2/3 Barrage, Unwieldy, Blast ⬤, Silent -

⚔ Bayonet 3 4+ 2/3 - -

Trooper Veteran
Selections: Bayonet, Lasgun
Categories: VETERAN GUARDSMAN, I ,A M ,T V ,O
Operative: Trooper Veteran, Weapons: ⌖ Lasgun, ⚔ Bayonet

Operative M APL GA DF SV W Ref

Trooper Veteran 3⬤ 2 2 3 5+ 7

Weapons A WS/BS D SR ! Ref

⌖ Lasgun 4 4+ 2/3 - -

⚔ Bayonet 3 4+ 2/3 - -
Zealot Veteran [4 EP]
Selections: Bayonet, Hand axe [2 EP], Lasgun, Rosary* [2 EP]
Categories: VETERAN GUARDSMAN, I ,A M ,Z V ,O

Hand axe, ⌖ Lasgun, ⚔


Abilities: The Emperor Protects, Equipment: Rosary, Operative: Zealot Veteran, Unique Actions: Uplifting Primer (1AP), Weapons:
Bayonet

Abilities Ability Ref

The Emperor Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting
Protects attack, you can re-roll any or all of your defence dice.

Equipment Equipment Ref

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

Operative M APL GA DF SV W Ref

Zealot Veteran 3⬤ 2 1 3 5+ 7

Unique
Unique Action Ref
Actions

Uplifting
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
Primer
makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can select one of
(1AP)
your results of 5+ to be retained as a critical hit.

Weapons A WS/BS D SR ! Ref

Hand axe 3 4+ 3/5 - -

⌖ Lasgun 4 4+ 2/3 - -

⚔ Bayonet 3 4+ 2/3 - -

Selection Rules
APx: 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. ()
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 within x of the
original target. When determining if each other operative is a valid target or in Cover, treat the original target as the active operative. An operative
cannot make a shooting attack with this weapon by performing an Overwatch action. ()
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. ()
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+. ()
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. ()
Rng x: 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. ()
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). ()
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. ()
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 each other. x
is the distance after the weapon's Torrent, e.g. Torrent ⬤ ()
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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