team-termies Below you will find a list of the operatives that make up a FIRST COMPANY VETERANS kill team, including, where relevant, any wargear those operatives must be equipped with.

OPERATIVES

1 FIRST COMPANY VETERANS TERMINATOR SERGEANT with Storm bolter and one of the following options:

  • Master-crafted power weapon
  • Power fist

4 FIRST COMPANY VETERANS operatives selected from the following list:

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

ARCHETYPES


SEEK & DESTROY

SECURITY

FACTION RULES

ASTARTES

FIRST COMPANY VETERANS operatives can perform one of the following:

  • Perform two Fight actions.
  • Perform two Shoot actions. One of these Shoot actions must be using Bolt weapon.

In addition, FIRST COMPANY VETERANS operatives can counteract while having the Conceal order.

CRUX TERMINATUS

Crux Terminatus:

  • Whenever damage of 3 and more from attack dice is inflicted on a FIRST COMPANY VETERANS operative, subtract 1 from that damage.
  • You can ignore any changes to the stats of friendly FIRST COMPANY VETERANS operatives from being injured (including their weapons’ stats).
  • Whenever friendly FIRST COMPANY VETERANS operative's APL stat is modified, that modification is applied only for purposes of objective control.
  • Whenever a FIRST COMPANY VETERANS operative is attacked with a weapon with the Piercing weapon rule, that rule can be no better than Piercing 1.
  • Terrain features with Light trait do not provide cover to FIRST COMPANY VETERANS operatives.

TELEPORT HOMERS

In the Set Up Operatives step, place one Teleport Homer token wholly within your territory. Friendly operatives can perform the Place Marker and the Pick Up Marker actions with that marker. Friendly FIRST COMPANY VETERANS operatives can perform the following action during the game:

TELEPORT STRIKE 1AP/2AP

  Remove this operative from the killzone and set it up again wholly within the Teleport Homer marker as close as possible to its center. Remove that Teleport Homer marker then.

  This can bring an operative within control range of enemy operatives. If it is impossible to set up an operative without overlapping bases with any other operative, that other operative is incapacitated, remove it from the killzone and set up this operative using the above rules. If it is impossible to set up an operative without overlapping the equipment terrain feature (e.g. barricade, razor wire), that terrain feature is removed.

  This operative can perform this action while being within control range of any enemy operatives. In such case, this action costs 2AP.

  This operative cannot perform this action if there is no Teleport Strike markers in the killzone.

STRATEGY PLOYS

COMBAT DOCTRINES

Select one COMBAT DOCTRINE from those presented below. Whenever a friendly FIRST COMPANY VETERANS operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.

  • Devastator Doctrine: Shooting an operative more than 6" from it.
  • Tactical Doctrine: Shooting an operative within 6" of it.
  • Assault Doctrine: Fighting or retaliating.

OATH OF MOMENT

Select a friendly FIRST COMPANY VETERANS operative. If that operative incapacitates 2 enemy operatives during this turning point (or an enemy operative with Wounds stat of 12 and more), while Combat Doctrine was active. Until the end of the battle, this operative always benefits from that Combat Doctrine. If it fails, in the next Ready Operatives step it suffers 3 damage.

HONOUR THE CHAPTER

Whenever FIRST COMPANY VETERANS operatives are contesting the objective, count their APL stat as 1 more.

WAR SHRINE

Use this strategy ploy once per battle in the turning point 3 or 4. Select an additional item of equipment. If that's an equipment terrain feature, place it in the killzone then, using all its normal restrictions, and not within 2" of any enemy operatives.

FIREFIGHT PLOYS

DUTY AND HONOUR

Use this firefight ploy when a friendly FIRST COMPANY VETERANS operative has performed the Teleport Strike action. It can perform the free Pick Up Marker, Place Marker, or Mission action in this activation.

RIGID DISCIPLINE

Use this firefight ploy while a friendly FIRST COMPANY VETERANS is activated while being within control range of enemy operatives. It can perform the Fall Back action for 1AP less, or the Charge action ignoring the operatives it is already within control range. However, if it's the Charge action, that friendly operative must still end its move within control range of any enemy operatives.

STEEL RESOLVE

Use this firefight ploy, when a friendly FIRST COMPANY VETERANS operative performs the Charge action. Select either:

  • After that action, inflict D3 damage to each enemy operative within control range of that friendly operative.
  • During that action, the operative can charge over one Light Barricade, Portable Barricade or Razor Wire terrain features as if they were not there. After that action, remove that terrain feature. 

TOWER OF STRENGTH

Use this firefight ploy in the end of the Firefight phase, when a friendly FIRST COMPANY VETERANS operative with a number of Wounds remaining less than its Wounds stat is controlling the objective or the hatchway. That friendly operative can immediately perform the mission action.

EQUIPMENT

GATEBREAKER BOLTS

Once per Turning point, when a friendly FIRST COMPANY VETERANS operative performs the Shoot action with a Storm Bolter, you can use this rule. If you do, that weapon gains the Blast 1" weapon rule for that attack.

CHAPTER RELIQUARY

Once per turning point, when you select a friendly FIRST COMPANY VETERANS operative having the Engage order to counteract, this operative can perform two different actions instead of one.

MULTI-SPECTRUM ARRAY

As a strategic gambit of each turning point after the first, select a friendly FIRST COMPANY VETERANS operative. Until the end of the turning point, whenever that friendly operative performs the Shoot action against an enemy operative within 8" of it, its ranged weapons have the Seek Light weapon rule.

BACKUP TELEPORT HOMER

In the Set Up Operatives step, select a friendly FIRST COMPANY VETERANS operative to carry another Teleport Homer marker.

DATACARDS

TERMINATOR SERGEANT APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 2+ kt3-wounds 19
  NAME ATK HIT DMG WR
  Storm bolter 4 3+ 3/4 Ceaseless
  Power fist 5 3+ 5/7 Brutal
  Master-crafted power weapon 5 3+ 4/7 Lethal 5+

Advanced Doctrine Warfare: Once per battle, while this operative is in the Killzone and not incapacitated, you can use the Combat Doctrines strategy ploy for 0CP.

ADJUST DOCTRINE 1AP

  Change the Combat Doctrine that is in effect

  This operative cannot perform this action in a turning point in which the Combat Doctrines strategy ploy was not used.

FIRST COMPANY VETERANS, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, TERMINATOR SERGEANT
TERMINATOR BOMBARDIER APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 2+ kt3-wounds 18
  NAME ATK HIT DMG WR
  Storm bolter 4 3+ 3/4 Ceaseless
  Cyclone launcher (hyperfrag) 4 3+ 3/5 Blast 2", Homing*, Saturate, Track*
  Cyclone launcher (hyperkrak) 4 3+ 5/7 Homing*, Piercing 1, Saturate, Track*
  Power fist 5 3+ 5/7 Brutal

*Homing: Whenever an operative is shooting with this weapon, you can select either normal determination of line of sight, or from directly above the enemy operative.

*Track: First time the operative shoots at the specific enemy operative with this weapon, subtract 1 from its Hit stat. Each subsequent time the operative shoots the same enemy operative with this weapon, use its original Hit stat.

FIRST COMPANY VETERANS, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, TERMINATOR BOMBARDIER
TERMINATOR GUNNER APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 2+ kt3-wounds 18
  NAME ATK HIT DMG WR
  Assault cannon (focused) 5 3+ 4/5 Ceaseless
  Assault cannon (sweeping) 4 3+ 4/5 Ceaseless, Torrent 1"
  Heavy flamer 5 2+ 4/4 Range 8", Saturate, Torrent 2"
  Power fist 5 3+ 5/7 Brutal

Bulwark: This operative can perform the Shoot action while being within control range of enemy operatives. If it does so, it cannot target enemy operatives it is within control range of, and must subtract 1 from Hit stat of its ranged weapons for that attack.

FIRST COMPANY VETERANS, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, TERMINATOR GUNNER
TERMINATOR WARRIOR APL MOVE SAVE WOUNDS
kt3-apl 3 kt3-move 6" kt3-save 2+ kt3-wounds 18
  NAME ATK HIT DMG WR
  Storm bolter 4 3+ 3/4 Ceaseless
  Power fist 5 3+ 5/7 Brutal
  Chainfist 5 4+ 5/6 Brutal, Ceaseless

Teleport Homer Operator: In Ready Operatives steps of the third turning point, if there is no Teleport Homer markers in the killzone, and no friendly operatives are carrying Teleport Homer markers, one of your TERMINATOR WARRIOR operatives can be given a Teleport Homer marker.

FIRST COMPANY VETERANS, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, TERMINATOR WARRIOR