Spears of Sanguinus

Homebrew by Papagrumps

The Spears of Sanguinius

The Spears of Sanguinius are a rare and terrifying exception. Hailing from the 9th Company, these veterans are master tacticians of overwhelming devestation and ferocity, equipped in heavy Terminator armor to serve in the most dire operations.

True to the traditions of the 9th, the Spears do not just engage the enemy they systematically dismantle them. They specialize in charging directly into the tightest, most heavily fortified kill zones, utilizing storm bolters, heavy flamers, and power weapons to unleash unrelenting destruction. Utlizing the imperiums teleportation beacons they can are able to pin point insert into any battlefield at a momens notice. To the Spears of Sanguinius, battle is a grim exercise in ballistic perfection, punctuated by the roar of heavy weaponry and the inevitable clash in face to face melee.

(My unique take on my Blood Angels terminator squad modified from OP-guitarninjas SPACE HULK VETERANS)

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Composition

A SPACE HULK VETERAN killteam includes:

1 SPACE HULK VETERAN CAPTAIN operative with one of the following options:
    Thunder hammer, Power Weapon, and Storm Shield
    
4 SPACE HULK VETERAN operatives selected from the following list:
   

SPACE HULK VETERAN WARRIOR each separately equipped with Storm Bolter and Power Fist or Chain Fist

SPACE HULK VETERAN GUNNER equipped with Power Fist of Chainfist and one of the following options: Assault Cannon Heavy Flamer Power Fist

SPACE HULK VETERAN FIGHTER equipped Dual Lightning Claws

Your kill team can only include up to one SPACE HULK VETERAN GUNNER and one SPACE HULK VETERAN FIGHTER operative.

Common Abilities and Options

Crux Terminatus:
Whenever an operative is shooting a friendly SPACE HULK VETERAN operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

CAPTAIN
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Thunder Hammer
4
3+
5/7
Power Sword
4
2+
4/6
Storm Shield
-
-
-
Abilities
*Storm ShieldCrux TerminatusIron HaloTerminator Master Tactician

*Storm Shield: If this operative is equipped with a Storm Shield, each time it fights 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).

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

Terminator Master Tactician: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

SPACE HULK VETERAN, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, CAPTAIN, LEADER
GUNNER
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Assault Cannon
5
3+
3/4
Heavy Flamer
6
2+
3/3
Power Fist
4
4+
5/7
Abilities
Crux Terminatus
SPACE HULK VETERAN, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, GUNNER
FIGHTER
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Dual Lightning Claws
5
3+
4/5
Abilities
Crux Terminatus
SPACE HULK VETERAN, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, FIGHTER
WARRIOR
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter
4
3+
3/4
Power Fist `
4
4+
5/7
Chain Fist
4
4+
5/6
Abilities
Crux Terminatus
SPACE HULK VETERAN, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, WARRIOR
Equipment

Narthecium:
Once per game, a friendly SPACE HULK VETERAN operative can perform the following action: Narthecium (1 AP): Select one other friendly SPACE HULK VETERAN operative visible to and within 1" of this operative. That operative regains 2D3 lost Wounds. This operative cannot perform this action while within Engagement Range of an enemy operative.


Purity Seals:
Once per turning point, when a friendly SPACE HULK VETERAN operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Teleport Homer:
Once per game, a friendly SPACE HULK VETERAN operative can perform the following action: Plant Teleport Homer (1 AP): Place a Teleport Homer token within 1" of this operative. This operative cannot perform this action if it is within Engagement Range of an enemy operative. A friendly operative deploying via Teleport Strike can deploy directly onto the Teleport Homer token, even if it is within Engagement Range of an enemy operative.


Targeting Optics:
Once per turning point, when a friendly SPACE HULK VETERAN operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Ploys

Firefight - Firefight: Only In Death Does Duty End:
Use this firefight ploy when a ready friendly SPACE HULK VETERAN operative is incapacitated. Before it is removed from the killzone, it can immediately perform one free action. Unless otherwise specified, the operative would be injured for this.


Firefight - Firefight: Shock Assault:
Use this firefight ploy when a friendly SPACE HULK VETERAN operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).


Firefight - Firefight: Standard Of The Ancients:
Use this firefight ploy when a friendly SPACE HULK VETERAN operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this ploy again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.


Firefight - Firefight: Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly SPACE HULK VETERAN operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Firefight: Teleport Strike:
Use this Firefight Ploy before deploying your kill team. Select one SPACE HULK VETERAN operative, this operative is not deployed in the Killzone. Instead, during any of its activations, it can deploy anywhere in the Killzone that is more than 6" away from enemy operatives. Operatives deployed via Teleport Strike count as having made a Reposition action this Turning Point.


Strategic - Strategy: And They Shall Know No Fear:
You can ignore any changes to the stats of friendly SPACE HULK VETERAN operatives from being injured (including their weapons' stats).


Strategic - Bulwark Of Humanity:
Until the end of the Turning Point, whenever an attack dice inflicts damage of 3 or more on to a friendly SPACE HULK VETERAN operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.


Strategic - Strategy: Tactical Precision:
Until the end of the Turning Point, while a friendly SPACE HULK VETERAN operative is within 3" of and Visible to a friendly LEADER operative, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, operatives' weapons have the balanced weapon rule.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.