Terminators

Homebrew by kneeknow

Making up the finest of a chapter's first company, a small team of the Adeptus Astartes' terminators strike fear in even the most steadfast enemies of mankind. Arriving in foward positions using advanced personal teleporters, their tactical dreadnought armour protects them from fire whilst their withering firepower spells a quick death for those foolish enough to oppose them - more then making up for what they sacrifice in mobility.

The mutant, xenos and heretic all fear the Crux Terminatus alike.

100% positive
Composition

A TERMINATORS Kill Tem is composed of:

  • 1 TERMINATOR SERGEANT
  • 4 TERMINATOR operatives from the following list:
    • HAILFIRE
    • CYCLONE
    • INCINERATOR
    • BREACHER
    • WARRIOR

Aside from the WARRIOR, each operative on this list can only be taken once.

Common Abilities and Options

Elite Astartes:
This operative can perform two SHOOT or two FIGHT actions in the same activation. If it is shooting twice with the ASSAULT CANNON, HEAVY FLAMER, or CYCLONE MISSILE LAUNCHER, the second shot requires 2AP.

This operative can counteract regardless of its order, and can perform 2AP worth of actions when counteracting, but they must be different actions.

Tactical Dreadnought:
Whenever this operative takes normal damage of 3 or more, roll a D6. On a result of a 5+ reduce that damage by 1.

This operative cannot gain the benefits of light cover.

Teleporter Insertion:
During the deploy operatives step, up to 2 TERMINATOR operatives can be set up in the Teleportarium, off of the kill zone.

During the place equipment step, place your TELEPORT HOMER anywhere on the kill zone wholly within your territory.

From the second turning point onwards, when a friendly operative in the Teleportarium is activated, you can choose to deploy that operative either within 3" of your TELEPORT HOMER or wholly within your drop zone, with either a conceal or engage order. This counts as a reposition action, with the relevant restrictions and AP cost.

Terminator Sergeant
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter
Focused (Balanced)
4
3+
3/4
Sweeping (Torrent 1")
3
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Elite AstartesTactical CommandTactical DreadnoughtTeleporter Insertion

Tactical Command: Once per turning point, this operative can either:

  • Allow you to play a firefight ploy for 0CP
  • Allow you to play a strategy ploy as if it were the strategy phase (spending the CP as normal)

This can be used even if it is not this operative's activation.

40TERMINATOR, ADEPTUS ASTARTES, LEADER
Terminator Hailfire
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Assault Cannon
Point Blank (Range 6")
5
5+
4/5
Weapon Ready (Torrent 1", Ceaseless, Piercing Crits 1)
5
3+
4/5
Power Fist (Brutal)
4
3+
5/7
Abilities
Elite Astartes1AP: Firing StanceTactical DreadnoughtTeleporter Insertion

Firing Stance (1AP): This operative enters FIRING STANCE until it moves, or is moved.

This operative cannot use the WEAPON READY profile of the ASSAULT CANNON if it is not in FIRING STANCE.

40TERMINATOR, ADEPTUS ASTARTES
Terminator Incinerator
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Heavy Flamer (Range 8", Saturate, Torrent 2")
5
2+
3/3
Power Fist (Brutal)
4
3+
5/7
Abilities
1AP: Area DenialElite AstartesTactical DreadnoughtTeleporter Insertion

Area Denial (1AP): Place your INCINERATION marker within 8" and visible to/on vantage terrain visible to this operative.

Whenever an enemy operative enters control range or ends an activation within control range of the INCINERATION marker, they take D3+3 damage (note that this does not include operatives within the marker's control range when it is placed).

This operative can only perform this ability once per battle.

40TERMINATOR, ADEPTUS ASTARTES
Terminator Cyclone
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter
Focused (Balanced)
4
3+
3/4
Sweeping (Torrent 1")
3
3+
3/4
Cyclone Missile Launcher
Krak (Piercing 1, Hvy(Repos))
4
3+
5/7
Frag (Blast 2", Hvy(Repos))
4
3+
3/5
Power Fist (Brutal)
4
3+
5/7
Abilities
ArmourbaneElite AstartesTactical DreadnoughtTeleporter Insertion

Armourbane: Once per battle, when shooting with the CYCLONE MISSILE LAUNCHER, this operative can choose to improve the PIERCING weapon rule by 1, or provide PIERCING 1 if the PIERCING rule is not present, until the end of that action.

40TERMINATOR, ADEPTUS ASTARTES
Terminator Breacher
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter
Focused (Balanced)
4
3+
3/4
Sweeping (Torrent 1")
3
3+
3/4
Chain-Fist (Rending, Brutal)
5
3+
4/5
Abilities
Elite Astartes1AP: ShredTactical DreadnoughtTeleporter Insertion

Shred (1AP): Select a terrain feature within this operative's control range. If it is Equipment terrain, remove it. Otherwise, place one of your BREACH markers within this operative's control range as close as possible to that terrain. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within Control Range of an enemy operative, or if a terrain feature is not within its Control Range.

40TERMINATOR, ADEPTUS ASTARTES
Terminator Warrior
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter
Focused (Balanced)
4
3+
3/4
Sweeping (Torrent 1")
3
3+
3/4
Power Fist (Brutal)
4
3+
5/7
Abilities
Close Quarters SpecialistElite AstartesTactical DreadnoughtTeleporter Insertion

Close Quarters Specialist: When shooting at an enemy within 8" of this operative, its weapons gain the BALANCED weapon rule, or CEASELESS if the BALANCED rule is already present. (Note that this replaces BALANCED in this instance, rather than stacking with it).

40TERMINATOR, ADEPTUS ASTARTES
Equipment

Crux Terminatus:
Once per turning point, when a friendly TERMINATOR operative is is the target of a shoot action, you can reduce the PIERCING 1 weapon rule to PIERCING CRITS, or PIERCING 2 to PIERCING 1


Advanced Optics:
Once per turning point, when a friendly TERMINATOR operative is shooting, enemy operatives cannot be obsucred.


Purity Seals:
Once per turning point, when a friendly TERMINATOR 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.


Combat Winches:
Whenever a friendly TERMINATOR operative is climbing, ignore the first 2" of the climb, to a minimum of 2"


Ploys

Firefight - Risky Insertion:
One TERMINATOR operative can deploy within 5" of your TELEPORT HOMER (instead of the usual 3") and can deploy into control range of an enemy operative, counting as a charge action, with the relevant restrictions and AP cost.

After deploying via RISKY INSERTION, this operative immediatley recieves D3+1 damage.

When using this ploy, operatives must deploy with an engage order.


Firefight - Crushing Momentum:
After completing a charge action, each enemy in control range receives D3+1 damage.


Firefight - Stalwart Defences:
When a friendly operative is the target of a shooting attack, after rolling defence dice, you may resolve one normal sucess as a critical sucess.


Firefight - Abhor the Enemies of Man:
When a friendly operative is shooting, fighting or retaliating, add 1 to the normal DMG stat of its weapons until the end of that action.

If the target of the attack does not have the IMPERIUM key word, add 1 to both DMG stats instead, to a maximum of 7.

(For the HEAVY FLAMER, always increase both DMG stats).


Strategic - Emergency Manoeuvres:
Select one friendly TERMINATOR operative. Until the start of the next turning point, that operative has a move stat of 6".


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly TERMINATOR operatives from being injured.


Strategic - This Ground For the Chapter!:
Select one objective marker (including those relevant to Tac Ops). When a friendly TERMINATOR operative is contesting this marker, change the TACTICAL DREADNOUGHT rule to taking effect on a result of a 4+.


Strategic - Glory of the First Company:
Select one of the below effects:

  • Whenever a friendly operative is fighting in an activation in which they performed the charge action, their weapons gain the LETHAL 5+ weapon rule, or the LETHAL 4+ weapon rule if their weapon already had LETHAL 5+, until the end of the action.

  • Whenever a friendly operative is shooting at an enemy operative which has not lost any wounds, their weapons gain the LETHAL 5+ weapons rule until the end of the action.


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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.