Putrid Armor Terminators

Homebrew by Lame_toon96

Play as the combinations of all the terminators of the Death Guard, and a couple of Little lords.

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Composition

1 Deathguard Terminator Leader operative select from the Following List @ Lord of Virulence @ Lord of Contagion 1 Deathshroud Terminator Operative 2 Blightlord Terminator Operatives selected from the Following List @ Heavy Gunner - Reaper Autocannon & Bubotic Blade @ Spreader - Plague Spewer & Bubotic Blade @ Bombier - Blight launcher & @ Warrior - Combi-Bolter & Bubotic Blade 2 Nuglings operatives

Common Abilities and Options

Astartes:
During each friendly PLAGUE MARINE operative’s activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or PSYCHIC weapon must be selected for at least one of them. You cannot select the same PSYCHIC ranged weapon more than once per activation.

Each friendly PLAGUE MARINE operative can counteract regardless of its order.

Disgustingly Resilient:
Whenever an attack dice inflicts damage of 3 or more on a friendly PLAGUE MARINE operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Poison:*
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly PLAGUE MARINE operatives) gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Toxic:*
Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.

Toxic:
Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.

Demonic Aura:
• When this agent has a Conceal order, they cannot be visible to enemy agents more than 3" away (this takes precedence over other rules).

• This agent may perform the Fall Back action for 1 less AP.

• This agent cannot use any weapon that is not listed on their datasheet.

• When determining control of an objective marker, treat this agent's APL as being 1 higher. Note that this is not a modification to their APL characteristic; therefore, other modifications may stack with this rule.

Familiar:
° It must be placed within Control Range of one or more friendly TERMINATOR agents.

° When a friendly TERMINATOR agent has been activated and becomes Inactive, you may then activate this NURGLING agent—provided it is Ready—before your opponent activates. When this NURGLING agent becomes Inactive, your opponent may then activate normally.

°When this Operative activates withing 3" of a Friendly Terminator operative: you can Expand 1 Ap of this operative to gain 1 CP

Lord of Virulence
A 3
M 3"
S 2+
W 30
Weapons
ATK
HIT
DMG
Twin Plague Spewer (Range 9", Saturate, Severe, Torrent 3", Balanced, Poison*)
7
2+
3/4
Power Fist (Brutal, Toxic*)
5
3+
5/7
Abilities
AstartesDisgustingly ResilientPoison*Toxic*Virulent Aura

Virulent Aura: Whenever an Friendly operatives within 3" of this operative is shooting an enemy operative, their weapon gains BALANCED, then if the enemy operative has Poison counter on it, it also gains TOXIC*

Plague Marine, Terminator, Death Guard, Chaos, Heretic Astartes, Leader
Lord of Contagion
A 3
M 3"
S 3+
W 30
Weapons
ATK
HIT
DMG
Man Reaper - Strike (Punishing, Brutal, Toxic*)
4
3+
6/8
Man Reaper - Sweep (Relentless, Posion*)
7
3+
3/4
Abilities
AstartesDisgustingly ResilientPoison*Putrid ChargeToxic*Vector of Disease

Putrid Charge: Whenever a Friendly Operative within 7" of this operative or this Operative performs a charge, move 7'' instead of their normal charge range.

Vector of Disease: Whenever a Friendly Operative within 3" of this operative performs a Charge, the Enemy Operative they are in the control range of, gains 1 Poison Counter, if they already have a Poison Counter, instead the Friendly Operative gains 1 AP.

Plague Marine, DeathGuard, Terminator, Chaos, Heretic Astartes, Leader
Death Shroud Terminator
A 3
M 3"
S 3+
W 28
Weapons
ATK
HIT
DMG
Plaguespurt guantlet (Range 7", Saturate, Severe, Poison*)
4
2+
3/3
Man Reaper - Strike (Punishing, Brutal, Toxic*)
3
3+
5/7
Man Reaper- Swipe (Relentless, Posion*)
6
3+
3/4
Abilities
Astartes1AP: Death Shroud ApproachDisgustingly ResilientPoison*Terminator BodyguardToxic

Death Shroud Approach (1AP): Remove this operative from the killzone. At the end of the next Firefight Phase, set it up anywhere within 12" of its last position, not within 2" of enemy operatives, and wholly within the killzone. While removed, it is inactive but continues to control any objectives it was securing

Terminator Bodyguard: If a Friendly Operative within 3" of this operative would take a hit from a Enemy operative, you can alocate 1 of the Hits to the Operative instead.

Plague Marine, Death Guard, Terminator, Chaos, Heretic Astartes, Death Shroud
Blight Lord Terminator - Warrior
A 3
M 3"
S 3+
W 24
Weapons
ATK
HIT
DMG
Combi-Bolter (Rending, Poison*)
5
3+
4/5
Bubotic Blade (Lethal 5+, Toxic*)
4
3+
4/6
Abilities
AstartesDisgustingly ResilientPoison*ToxicTrue Putrid Fortification

True Putrid Fortification: Whenever an operative is shooting or fighting this operative, defence dice results of 5+ are critical successes, then on critical successes this operative regains 2 lost wounds.

Plague Marine, DeathGuard, Terminator, Chaos, Heretic Astartes, Warrior
Blight Lord Terminator - Heavy Gunner
A 3
M 3"
S 3+
W 24
Weapons
ATK
HIT
DMG
Reaper AutoCannon (Punishing, Poison*)
5
3+
5/6
Bubonic Blade (lethal 5+, Toxic*)
4
3+
4/6
Abilities
AstartesDisgustingly ResilientPoison*Toxic
Plague Marine, DeathGuard, Terminator, Chaos, Heretic Astartes, Heavy gunner
Blightlord Terminator - Sprayer
A 3
M 3"
S 3+
W 24
Weapons
ATK
HIT
DMG
Plague Spewer (Range 7", Saturate, Severe, Torrent 3", Poison*)
6
2+
3/3
Bubotic Blade (Lethal 5+, Toxic*)
4
3+
4/6
Abilities
AstartesDisgustingly ResilientPoison1AP: Putrid PlantingToxic

Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly PLAGUE MARINE operatives) gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Putrid Planting (1AP): If an Objective is with 7" of this operative, It becomes infected for the rest of the Round. While the Objective is Infected: any enemy operative that is within 3" of it gains 1 Poison Counter and worsen their save by 1.

Plague Marine, DeathGuard, Terminator, Chaos, Heretic Astartes, Sprayer
Blight Lord Terminator - Grenadier
A 3
M 3"
S 3+
W 24
Weapons
ATK
HIT
DMG
Blight Launcher (Range 9", Blast 3", Sat, Severe, Poison*, Toxic*)
3
3+
5/6
Bubotic Blade (Lethal 5+, Toxic*)
4
3+
4/6
Abilities
AstartesDisgustingly ResilientPoison*1AP: Pustule Acid RoundToxic*

Pustule Acid Round (1AP): Place one Poison counter within this operative's line of site to a Terrain Feature. Any operative within 2" of that point of Terrain with the poison counter when this Ability is activated takes 3 damage. During the Next Round 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 a Shooting action the activation it activates this ability. You can only perform this Ability once per game.

Nurglings
A 2
M 4"
S 5+
W 7
Weapons
ATK
HIT
DMG
Diseased Claws and Teeth (Poison*, Toxic*)
4
5+
2/3
Abilities
Demonic AuraDisgustingly ResilientFamiliarPoison*Toxic*
Plague Marine, Death Guard, Terminator, Chaos, Daemon, Nurgling
Nurglings
A 2
M 4"
S 5+
W 7
Weapons
ATK
HIT
DMG
Diseased Claws and Teeth (Poison*, Toxic*)
4
5+
2/3
Abilities
Demonic AuraDisgustingly ResilientFamiliarPoison*Toxic*
Plague Marine, DeathGuard, Terminator, Chaos, Daemon, Nurgling
Equipment

Ancient Cataphractii Pattern Armor:
Whenever a Enemy operative is shooting or Fighting a Friendly Terminator Operative all critical Success are treated as Normal Success.


Poison Rounds:
Whenever you place a Poison Counter on a Enemy Operative, if another Enemy operative is within 2" of that afflicted operative also place a Poison Counter on that operative.


Back-Up Bolter:
Friendly Terminator operatives have the following ranged weapon Combi-Bolters 4Atks 3+Hit 4/5DMG WR Rending, Poison*


Multiplication of Disease:
if a Friendly Opeative is Shooting or Fighting with a weapon without the Toxic Rule a Enemy operative with a Posion counter; worsen the enemy operative save by 1.


Ploys

Firefight - Busting Pustule:
Use this Firefight Ploy when an Attack Dice inflict damage on a friendly operative. Until the End of Activiation/Counteractive, for the purpose of the Disgustingly Resilient rule for that operative, Apply the following @ Roll of a 3+ instead of 4+ @ On a 6+, reduce the damage by 2 instead, also inflict 2 damage to the Enemy Operative that inflicted Damage to this Operative


Firefight - Little Lord Ritual:
Whenever a Friendly Operative removes from the Killzone a Enemy Operative; Deploy 1 Nurgling Operative within 3" of a Terminator Operative in the Killzone.


Strategic - Little Lords Mischief:
If a Non-Nurgling Friendly Operative is with 3" of a Nurgling operative, you remove from the Killzone the Nurgling Operative, Apply 1 of the Following to the Non-Nurgling Operative. @ Regain 1D6+1 lost wounds @ When Repositioning add 3" to their movement @ When Shooting or Fighting Gain 1 AP Redeploy the Removed Nurgling Operative whenever a Friendly Operative removes a Enemy Operative from the Killzone


Strategic - Multiplication of Disease:


Strategic - Nurgle's robustness:


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.