Terminatus Astartes

Homebrew by Cptpanda29

A Space Marine Terminator Kill Team designed for the Leviathan Box and expanded to current generic 40mm Terminators & Assault Terminators.

100% positive
Composition

A TERMINATUS Kill Team is composed of:

1 TERMINATUS LEADER operative selected from the following list:

TERMINATOR SERGEANT with one option from each of the following:

  • Power Fist and Storm Bolter
  • Power Weapon and Storm Bolter
  • Thunder Hammer and Storm Shield
  • Lightning Claws

TERMINATOR CHAPLAIN with one option from each of the following:

  • Crozius Arcanum and Storm Bolter
  • Crozius Arcanum and Storm Shield

TERMINATOR LIBRARIAN

4 TERMINATUS operatives selected from the following list:

TERMINATOR WARRIOR with one option from each of the following:

  • Power Fist and Storm Bolter
  • Thunder Hammer and Storm Shield
  • Lightning Claws

TERMINATOR GRENADIER

TERMINATOR GUNNER with one option from each of the following:

  • Power Fist and Assault Cannon
  • Power Fist and Heavy Flamer

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

Common Abilities and Options

Crux Terminatus:
- Whenever an operative is shooting a friendly TERMINATUS operative, weapons with the Piercing 2 weapon rule have the Piercing 1 weapon rule instead, or weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead. Both options are never used together.

  • Friendly TERMINATUS operatives can ignore modifiers to their weapons from being injured.
  • Whenever your opponent is selecting a valid target, if friendly TERMINATUS operatives have a Conceal order, they cannot use Light terrain for cover. Whilst this can allow friendly TERMINATUS operatives to be targeted (assuming it is visible), it does not remove its cover save (if any).

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 blocks, two of your opponent's successful hits are discarded (instead of one).

Teleport Strike:
- During deployment one third of your kill team may be deployed to the Teleportarium, outside the kill zone instead of your drop zone. As this third is selected to be in the Teleportarium, place your Teleport Homer token anywhere wholly within your territory. It stays there for the duration of the battle.

  • In the Strategy Phase of the second or third Turning Point you may set up all the operatives in the Teleportarium within 3” of your Teleport Homer token, and outside of the control range of enemy operatives with an engage order.
  • Operatives in the Teleportarium may instead be set up wholly within your drop zone with either an engage or a conceal order, outside of the control range of enemy operatives.
  • Operatives still in the Teleportarium in the Strategy step of the fourth turning point are incapacitated, counting towards enemy Ops. The Teleportatium cannot be used to avoid enemy scoring regarding incapacitation.

Veteran Astartes:
- During each friendly TERMINATUS operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions and an assault cannon, heavy flamer or cyclone missile launcher is selected for both, 1 additional AP must be spent for the second action.

  • Each friendly TERMINATUS operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
TERMINATOR SERGEANT
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Power Fist (Brutal)
5
4+
4/5
Thunder Hammer (Shock, Stun)
5
4+
5/6
Lightning Claws (Lethal 5+, Relentless)
5
3+
4/5
Abilities
Crux TerminatusDoctrine WarfareRelic ArmourStorm ShieldTeleport StrikeVeteran Astartes

Doctrine Warfare: Whenever you would use the Combat Doctrine strategic ploy and select an X Doctrine that has not been used yet in this battle, if this operative is in the killzone, it costs you 0CP.

Relic Armour: Once per battle, before rolling defence dice against an enemy operative’s shooting attack you may use this ability. Your SAV characteristic becomes 2+ until the end of the shooting operative’s activation.

40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
TERMINATOR CHAPLAIN
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Crozius Arcanum (Balanced)
5
3+
4/5
Abilities
Crux TerminatusLitanies of BattleStorm ShieldTeleport StrikeVeteran Astartes

Litanies of Battle: Whenever you activate this operative, choose one of the following Litanies of Battle to be active until the start of this operative’s next activation:

  • Canticle of Hate: Each time a friendly TERMINATUS operative within 6” of this operative performs the Fight action its weapons gain the Relentless rule. If the Fighting operative has performed a Charge action in the same activation its weapons gain the Accurate 1 rule.
  • Catechism of Fire: Each time a friendly TERMINATUS operative within 6” of this operative performs the Shoot action its weapons gain the Relentless rule. The Shooting operative may choose to have its weapons gain both the Accurate 1 and Heavy Reposition Only rules.
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, LEADER, CHAPLAIN
TERMINATOR LIBRARIAN
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Smite
Focused (Devastating 2, Seek Light)
5
3+
3/3
Blast (Blast 2”, Seek Light)
4
3+
2/3
Force Weapon (Lethal 5+, Stun)
5
3+
4/6
Abilities
Crux Terminatus1AP: Manifest Psychic PowerTeleport StrikeVeteran Astartes

Manifest Psychic Power (1AP): When a TERMINATUS operative performs the Manifest Psychic Power action in each of its activations, select one psychic power from the list below to be resolved. Each Psychic Power can only be resolved once per Turning Point.

Veil of Time: Select a visible friendly TERMINATUS operative. Add 2” to that operative’s movement until the end of its next activation.

Null Zone: Select a visible enemy operative. Until the start of the active operative’s next activation that enemy operative cannot ignore any injury modifiers, and cannot ignore or modify the Piercing X or Piercing Crits X weapon rules, regardless of any rules otherwise.

Psychic Fortress: Select a visible friendly operative and select one of the following effects:

  • That friendly operative regains up to D3 lost wounds.
  • Remove any changes to that friendly operative’s APL stat until the end of its next activation.
  • Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, LEADER, LIBRARIAN, PSYKER
TERMINATOR WARRIOR
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Power Fist (Brutal)
5
4+
4/5
Thunder Hammer (Shock, Stun)
5
4+
5/6
Lightning Claws (Lethal 5+, Relentless)
5
3+
4/5
Abilities
Crux TerminatusStorm ShieldTeleport StrikeVeteran Astartes
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
TERMINATOR GRENADIER
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Cyclone Missile Launcher
Frag (Blast 2", Heavy (Reposition Only))
4
3+
3/5
Krak (Heavy (Reposition Only))
4
3+
5/7
Power Fist (Brutal)
5
4+
4/5
Abilities
Crux TerminatusTeleport StrikeVeteran Astartes
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, GRENADIER
TERMINATOR GUNNER
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Assault Cannon
Focused (Heavy (Reposition Only), Punishing)
5
3+
3/4
Sweeping (Heavy (Reposition Only), Torrent 2")
4
3+
3/4
Heavy Flamer
Standard (Range 8", Saturate, Torrent 2")
4
2+
4/4
Deluge (Range 4", Saturate, Seek Light, Torrent 0")
4
2+
4/4
Power Fist (Brutal)
5
4+
4/5
Abilities
Crux TerminatusTeleport StrikeVeteran Astartes
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, GUNNER
Equipment

Servo-Winch:
Once per turning point, when a friendly TERMINATUS operative is climbing up, you may treat the vertical distance as 2". In Close Quarters killzones once per turning point, the Operate Hatch or Breach actions may be performed for one less AP.


Power Fields and Chainfists:
Once per turning point, when a friendly TERMINATUS operative is performing the Fight action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.


Blessed Ammunition:
Once per turning point, when a friendly TERMINATUS operative is performing the Shoot action you can use this rule. If you do, until the end of that action, that weapon has the Rending weapon rule.


Auspex Optics:
Once per turning point, when a friendly TERMINATUS 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 - Teleport Recall:
Use this firefight ploy when a friendly TERMINATUS operative is activated. That operative may immediately set up within 3” of your Teleport Homer token, outside of the control range of enemy operatives with an engage order. This operative is treated as having performed a 0AP Dash action for this activation.


Firefight - Terminators Have a 2+ Save Waaah:
Use this firefight ploy when a friendly TERMINATUS operative is selected as the target for a shooting attack. That operative may reroll any or all defence dice until the end of the current activation.


Firefight - Fury of the First:
Use this firefight ploy when a friendly TERMINATUS operative incapacitates an enemy operative. If the enemy operative was incapacitated with a Shooting attack, this operative may perform a 0APL Fight action during its activation, provided it hasn’t already fought twice this activation. If the enemy operative was incapacitated with a Fighting attack, this operative may perform a 0APL Shoot action during its activation, provided it hasn’t already shot twice this activation.


Firefight - Elite of the Elite:
Use this firefight ploy when a friendly TERMINATUS operative is counteracting, before it performs any actions. You can change its order.


Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly TERMINATUS operative is in x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.

  • Devastator Doctrine: Shooting an operative more than 6" from the active operative.

  • Tactical Doctrine: Shooting an operative within 6" of the active operative.

  • Assault Doctrine: Fighting or retaliating as or against the active operative.


Strategic - Honoured Veterans:
Until the end of the Turning Point, when a friendly TEMINATUS operative performs the shoot action its weapons have the Accurate 1 rule.


Strategic - Tactical Dreadnoughts:
Whenever a friendly TERMINATUS operative is within your opponent’s territory, Normal and Critical Dmg of 4 or more inflicts 1 less damage on it.


Strategic - Indomitus:
Whenever an operative is shooting a friendly TERMINATUS operative, if you roll two or more fails, you can discard one of them to retain the other as a normal success instead.


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.