Space Hulk Veterans

Homebrew by guitarninja

Terminators are Space Marine Veterans who have earned the right to wear Tactical Dreadnought Armour, better known as Terminator Armour. They are their Chapter's greatest infantry assets, each essentially serving as a walking tank.

Tactical Dreadnought Armour combines the technological developments of power armour with the sealed environmental suits designed for starship crews that work in highly unstable or corrosive environments such as inside the high pressure casings of Plasma Reactor shields. It can even withstand the colossal impact of high speed orbital micro debris.

Homebrew team by CT-7331, updated by GuitarNinja

99% positive
Composition

A SPACE HULK VETERAN killteam includes:

  • 1 SPACE HULK VETERAN SERGEANT operative with one of the following options:
    • Storm Bolter and Power Weapon
    • Thunder Hammer and Storm Shield
    • Dual Lightning Claws
  • 4 SPACE HULK VETERAN operatives selected from the following list:
    • SPACE HULK VETERAN WARRIOR each separately equipped with Storm Bolter and Power Fist or Chainfist
    • SPACE HULK VETERAN GUNNER equipped with Power Fist of Chainfist and one of the following options:
      • Assault Cannon
      • Heavy Flamer
      • Storm Bolter and Cyclone Missile Laumcher
    • SPACE HULK VETERAN FIGHTER equipped with a Thunder Hammer and Storm Shield, or 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

*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).

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.

Sergeant
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
2+
3/4
Lightning Claws (Lethal 5+, Ceaseless)
5
2+
4/5
Thunder Hammer (Shock)
4
3+
5/7
Power Weapon (Lethal 5+)
4
2+
4/6
Storm Shield (*Storm Shield)
-
-
-
Abilities
*Storm ShieldCrux TerminatusTactical Dreadnought Master

Tactical Dreadnought Master: 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, SERGEANT, LEADER
Gunner
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Assault Cannon (Hvy(Repos), Ceaseless, PrcCrit1)
5
3+
3/4
Cyclone Missile Launcher
Frag (Hvy(Dash), Blast 2")
4
3+
3/5
Krak (Prc1)
4
3+
5/7
Heavy Flamer (Hvy(Repos), Rng 6", Tor 2", Sat)
6
2+
3/3
Storm Bolter (Ceaseless)
4
3+
3/4
Power Fist (Brutal)
4
4+
5/7
Chainfist (Brutal, Rnd)
4
4+
5/6
Abilities
Crux Terminatus
SPACE HULK VETERAN, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, GUNNER
Fighter
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Lightning Claws (Lethal 5+, Ceaseless)
5
3+
4/5
Thunder Hammer (Shock)
4
4+
5/7
Storm Shield (*Storm Shield)
-
-
-
Abilities
*Storm ShieldCrux Terminatus
SPACE HULK VETERAN, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, FIGHTER
Warrior
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Power Fist (Brutal)
4
4+
5/7
Fists
4
3+
3/4
Chainfist (Brutal, Rnd)
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.


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.


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.


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

Strategic - 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 - 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.


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 - 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 - 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 - 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 - 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.


TacOps
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.