Terminator Vanguard

Homebrew by Inquisitor

Terminus Breach Squads are elite formations of warriors clad in Tactical Dreadnought Armour. Deployed where conventional forces would fail, these armoured giants teleport directly into the heart of the enemy, smashing through fortifications, destroying high-value targets, and holding vital ground against overwhelming odds. Each warrior is a veteran of countless battles, their Terminator plate allowing them to endure punishment that would destroy lesser soldiers.

100% positive
Composition

A Terminus Breach Squad consists of 5 Terminators:

Terminator Captain The squad leader, directing the assault and wielding the experience of centuries of warfare. Heavy Terminator Carries heavy weaponry designed to annihilate enemy infantry and fortifications. Assault Terminator A dedicated close-combat warrior specializing in breaking enemy lines. Lightning Claw Terminator A swift melee specialist who tears through foes with rapid, precise strikes. Terminator Battle-Brother A standard Terminator equipped for balanced firepower and close combat.

Common Abilities and Options

Deep strike (2AP):
Deep Strike: Once per battle, during the Strategy Phase, this operative can be placed into Reserve instead of being deployed. Place a Deep Strike marker wholly within 6" of the Killzone edge. The marker cannot be placed within 3" of an objective marker or within 3" of an enemy operative. During the Reinforcement step of a later Turning Point, set up this operative wholly within 3" of the marker. This operative cannot be set up within Engagement Range of an enemy operative. After being set up, this operative can perform Shoot actions as normal, but cannot Charge or Dash during that Turning Point.

Terminator captain
A 4
M 4"
S 3+
W 19
Weapons
ATK
HIT
DMG
Storm Bolter (Piercing 1)
4
3+
4/5
Power fist (Brutal, Shock)
5
3+
5/7
Abilities
2AP: Deep strike0AP: The long vigil

The long vigil (0AP): For the Long Vigil: Friendly operatives within 6" of this operative gain +1 APL while controlling an objective. Each operative can benefit from this ability only once per Turning Point.

40Astartes, Terminator
Heavy terminator
A 4
M 4"
S 2+
W 20
Weapons
ATK
HIT
DMG
Assault Cannon
Assault cannon (sweeping) (Piercing Crits 1, Torrent 1")
4
3+
4/5
Assault cannon (focused) (Piercing Crits 1)
5
3+
4/5
Heavy flamer (Range 6", Piercing 2, Hot, Torrent 2)
5
2+
3/4
Fist
4
4+
3/4
Abilities
2AP: Deep strikePromethium Burst

Promethium Burst: Promethium Burst (Once per battle): Before this operative makes a Shoot action with this weapon, it can activate Promethium Burst. Increase this weapon’s Attacks characteristic by 2 for that Shoot action. After resolving the Shoot action, roll one D6. On a result of 1–5, this operative suffers 2D6 damage. On a result of 6, this operative suffers no damage.

40Astartes, Terminator
Assault terminator
A 4
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Piercing 1)
4
3+
4/5
Heavy hammer and shield (Brutal, Lethal 5+)
4
3+
5/6
Power weapon
Power weapon (sweeping) (Lethal 5+, Rending, Severe, Reap 1)
4
3+
4/5
Power weapon (focused) (Lethal 5+, Rending, Severe, Piercing 1)
5
3+
4/5
Abilities
2AP: Deep strikeTerminator Bulwark (Passive)Thunderous Impact (Passive)

Terminator Bulwark (Passive): Terminator Bulwark (Passive): While this operative is equipped with this shield, improve its Defense characteristic to 2+.

Thunderous Impact (Passive): Thunderous Impact (Once per battle): After this operative makes a Fight action with this weapon, if it made at least one successful hit, it can activate Thunderous Impact. Choose one enemy operative within Engagement Range. That operative cannot perform a Fight action until it has been activated again.

40Astartes, Terminator
Terminator
A 4
M 4"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter (Piercing 1)
4
3+
4/5
Fist
4
3+
3/4
Abilities
2AP: Deep strike
40Astartes, Terminator
Terminator specialist
A 4
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Twin lightning claws
Twin lighning claws (slash) (Rending, Severe, Lethal 5+, Balanced)
4
3+
4/5
Twin lightning claws (stab) (Piercing crits 1, Rending, Severe)
5
3+
4/5
Abilities
2AP: Deep strikeRelentles Blades

Relentles Blades: Relentless Blades (Passive):This operative can reroll one failed attack dice whenever it fights with twin lightning claws.

40Astartes, Terminator
Equipment

Teleport Beacon:
At the start of the battle, place a Teleporter Beacon token anywhere in your deployment zone or within 6" of the kill zone edge. At least 2 friendly Terminator operatives must begin the battle in the kill zone. Any friendly Terminator operative held in Reserves may use Deep Strike to arrive within 3" of the Teleporter Beacon token and more than 6" away from enemy operatives.


Targeting Array:
An advanced targeting system built into the Terminator’s armor, using enhanced sensors and combat algorithms to track enemy movements, calculate firing solutions, and improve weapon accuracy in the heat of battle.


Enhanced Servo Motors:
Upgraded actuators and reinforced servo systems allow Terminator armor to move with greater speed and efficiency, compensating for its heavy design.


Ploys

Firefight - No step back:
When a friendly Terminator would be incapacitated, roll a D6. On a 5+, it remains with 1 HP.


Firefight - Crushing Counterattack:
After an enemy finishes a Fight action against a friendly Terminator, that Terminator can fight back.


Firefight - Overwatch Protocol:
After an enemy moves within line of sight, a friendly Terminator can make a shooting attack with a penalty.


Strategic - Tactical Teleportation:
Once per turning point, after all operatives are deployed, one friendly Terminator can be repositioned within your deployment zone or near a teleport beacon.


Strategic - Unbreakable advance:
Until the end of the turning point, friendly Terminators ignore the first damage point suffered from each attack.


Strategic - Coordinated Fire:
Choose a friendly Terminator. Until the end of the turning point, friendly operatives get +1 attack die when targeting the same enemy.


Strategic - Armored Formation:
Until the end of the turning point, friendly Terminators within 3" of each other can reroll one defense die.


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.