Kill Team Malleus

Homebrew by camwise12

A kill team of terminators sent by a chapter's first company to accomplish the most dangerous of missions. Some say these kill teams are assembled by the chapter master himself

75% positive
Composition

-up to 1 leader operative

  • leader

  • Assault Terminator Sergeant

  •  Can be equipped with one thunder hammer and a storm shield or twin lightning claws
    
  • Terminator Sergeant

  •  Can be equipped with a storm bolter and power weapon
    
  • up to 4 terminator units

  • Assault Terminator

  •   Can be equipped with one thunder hammer and storm shield or twin lightning claws
    
  • Terminator

  •   Can be equipped with a power fist and storm bolter
    
  • Faction rule

  •  Teleport Beacon
    
  •       When setting up equipment, you can set up your teleport beacon anywhere on the killzone as long as it's not in your or your opponent's deployment zone. When deploying operatives, you must deploy two terminators to the killzone and can leave the rest of the terminators off the killzone. Anytime during the match, you can deploy the terminators who were not deployed that match within 3" of the teleport beacon
    
Terminator Sergeant
A 3
M 5”
S 2+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter
4
3+
3/5
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Strategic Command

Strategic Command: You can use any terminator ploy for 0 cp

Terminator, Imperium, Space Marine, Sergeant
Assault Terminator Sergeant
A 3
M 5”
S 2+
W 19
Weapons
ATK
HIT
DMG
Thunder Hammer (Lethal 5+, Shock)
5
4+
4/6
Twin Lightning Claws (Brutal, Piercing 1)
5
3+
3/4
Abilities
Heroic Aura

Heroic Aura: One operative within 3" of this operative gets +1 to their atk stat

Terminator, Assault Terminator, Sergeant, Imperium, Space Marine,
Terminator
A 3
M 5”
S 2+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter
4
3+
3/5
Power Fist (Brutal)
5
3+
5/6
Terminator, Imperium, Space Marine
Assault Terminator
A 3
M 5”
S 2+
W 18
Weapons
ATK
HIT
DMG
Thunder Hammer (Lethal 5+, Brutal)
5
4+
4/6
Twin Lightning Claws (Brutal, Piercing 1)
5
3+
3/4
Terminator, Imperium, Space Marine, Assault Terminator
Equipment

Emperor’s Will:
Only two terminator operatives can be equipped with this. The operative(s) who are equipped with this have 1" added to it's move stat


Unbroken Devotion:
Only two operatives can be equipped with this. Those who are can ignore one negative affect once per battle each.


Ploys

Firefight - Storm Rounds:
Select any terminator operative, as long as it's not an assault terminator. This operative can reroll one failed hit roll


Firefight - Heavy strikes:
Select an assault terminator operative with a thunder hammer and a storm shield equipped. That operative can reroll one failed melee attack


Firefight - Move!:
Select one terminator operative that is not an assault terminator. If that operative is within 2" of a light terrain feature, that operative can perform a free dash action as long as it ends its dash action within 1" of the light terrain feature (you can not use this ploy both during the firefight and strategy phase and is not cumulative with Regroup and Armored Advance)


Firefight - Last Brother Standing:
If you have one terminator operative left in the kill team, that operative can ignore any negative affect to it's APL, move stat, and weapon rules.


Strategic - Armored Advance:
Select one terminator operative. That operative can move 3" during the strategy phase


Strategic - Regroup!:
Select your sergeant operative. Any terminator operative within 6" of the sergeant operative can move 3" but must move closer to the sergeant operative


Strategic - Shielded Defence:
Select one assault terminator operative with the thunder hammer and storm shield equipped. That operative has the benefit of cover until it has moved


Strategic - Move!:
Select one terminator operative that is not an assault terminator. If that operative is within 2" of a light terrain feature, that operative can perform a free dash action as long as it ends its dash action within 1" of the light terrain feature (you can not use this ploy both during the firefight and strategy phase and is not cumulative with Regroup and Armored Advance)


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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.