TERMINATOR SQUAD

Homebrew by South22
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Composition

A TERMINATOR SQUAD kill team is composed of:

  • One TERMINATOR SQUAD operative from the following list:
    • ASSAULT TERMINATOR SERGEANT with one of the following options:
      • Twin lightning claws
      • Thunder hammer and storm shield
    • TERMINATOR SERGEANT with a storm bolter and one of the following options:
      • Power fist; power weapon
  • Four TERMINATOR SQUAD operatives from the following list:
    • ASSAULT TERMINATOR WARRIOR with one of the following options:
      • Twin lightning claws
      • Thunder hammer and storm shield
    • TERMINATOR BREACHER
    • TERMINATOR GUNNER with one of the following options
      • Assault cannon and power fist
      • Heavy flamer and power fist
      • Cyclone missile launcher, storm bolter and power fist
    • TERMINATOR WARRIOR

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

Common Abilities and Options

CRUX TERMINATUS:
Whenever an operative is shooting this operative, if you don’t retain any critical successes with your defence dice, you can change one of your normal successes to a critical success.

DUTY AND HONOUR:
Whenever determining control of a marker, if there are no other friendly TERMINATOR SQUAD operatives contesting that marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

TERMINATOR WARRIOR
A 3
M 5"
S 2+
W 16
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Power fist (Brutal)
4
4+
5/7
Abilities
CRUX TERMINATUSDUTY AND HONOURVETERAN ASTARTES

VETERAN ASTARTES: During each friendly TERMINATOR SQUAD operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an assault cannon or cyclone missile launcher is selected for both, 1 additional AP must be spent for the second action. Each friendly TERMINATOR SQUAD 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.

ASSAULT TERMINATOR WARRIOR
A 3
M 5"
S 2+
W 16
Weapons
ATK
HIT
DMG
Twin lightning claws (Ceaseless, Lethal 5+)
4
3+
4/5
Storm shield and thunder hammer (*Shield, Shock, Stun)
4
4+
5/6
Abilities
*ShieldCRUX TERMINATUSDUTY AND HONOUR

*Shield: Whenever an operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

TERMINATOR GUNNER
A 3
M 5"
S 2+
W 16
Weapons
ATK
HIT
DMG
Assault cannon
Focussed (Devastating 1)
6
3+
4/4
Sweeping (Devastating 1, Torrent 2")
5
3+
4/4
Cyclone missile launcher
Frag (Blast 2", Ceaseless)
4
3+
3/5
Krak (Ceaseless, Piercing 1)
4
3+
5/7
Heavy flamer
Standard (Rng 8", Saturate, Torrent 2")
5
2+
3/3
Deluge (Rng 4", Saturate, Seek Light, Torrent 0")
5
2+
3/3
Storm bolter (Ceaseless)
4
3+
3/4
Power fist (Brutal)
4
4+
5/7
Abilities
CRUX TERMINATUS
TERMINATOR BREACHER
A 3
M 5"
S 2+
W 16
Weapons
ATK
HIT
DMG
Storm bolter (Ceaseless)
4
3+
3/4
Chainfist (Brutal, Rending)
4
4+
5/6
Abilities
1AP: BREACHCRUX TERMINATUS

BREACH (1AP): * Select a terrain feature within this operative’s control range. If it’s an equipment terrain feature, remove it. Otherwise, place one of your Breach markers within this operative’s control range as close as possible to that terrain feature. 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 isn’t within its control range.
Equipment

PICT-DISPLAY UNITS:
Once per turning point, when a friendly TERMINATOR SQUAD operative is performing a Shoot action, if another friendly TERMINATOR SQUAD operative has an Engage order and is visible to this operative, you can use this rule. If you do, treat that operative as the active operative for the purpose of determining obscured.


TELEPORT HOMER:
As a STRATEGIC GAMBIT in the first turning point, place the Teleport Homer marker within 4” of your drop zone.


PURITY SEALS:
Once per turning point, when a friendly TERMINATOR SQUAD 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.


Ploys

Firefight - INDOMITABLE ADVANCE:
Use this firefight ploy during a friendly TERMINATOR SQUAD operative’s activation or counteraction, before or after it performs an action. During that activation/counteraction:

  • It can move through enemy operatives and within control range of them.
  • It can perform the Charge and Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

Firefight - LEGENDARY FORTITUDE:
Use this firefight ploy in the Resolve Attack Dice step of a Fight or Shoot action where a friendly TERMINATOR SQUAD operative is the defender, Normal and Critical Dmg of 3 or more inflicts 1 less damage on it.


Firefight - TELEPORT STRIKE:
Use this firefight ploy when you activate a ready friendly TERMINATOR SQUAD operative or activate an expended friendly operative for Counteract, you may remove that model from the killzone. Place it to one side.

As a STRATEGIC GAMBIT in the following turning point, that friendly operative may arrive in the same manner as described by Orbital Teleportarium.


Firefight - ONLY IN DEATH DOES DUTY END:
Use this firefight ploy when a friendly TERMINATOR SQUAD operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.


Strategic - TERRIFYING PROFICIENCY:
Whenever a friendly TERMINATOR SQUAD operative is shooting an operative, you may add 1 Atk its ranged weapon profiles (to a maximum of 5); if you do, you must also add the Heavy (Reposition) weapon rule.


Strategic - FURY OF THE FIRST:
Whenever a friendly TERMINATOR SQUAD operative is fighting or retaliating, you may add 1 Atk to its melee weapon profiles (to a maximum of 5); if you do, you may not parry during that action.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly TERMINATOR SQUAD operatives from being injured (including their weapons’ stats).


Strategic - ARMOUR OF CONTEMPT:
Whenever an operative is shooting a friendly TERMINATOR SQUAD operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule 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 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.