Terrorphim

Homebrew by Go99les

When Malek the Tormentor's homeworld was occupied by the Tau, Malek saw their advanced technologies as an opportunity to further his own maniacal and narcissistic urges. Seeing himself as a 'God-Creator', he began terrible and horrific experiments on native creatures.

The Terrorphim are Malek's ultimate success. Born of a terrifying combination of a long extinct species of enormous lizard-like creatures and Malek's own violent cybernetic additions, they stand guard over their creator ready to destroy anyone looking to put a stop to Malek's unholy experimentations.

THIS KILL TEAM HAS BEEN DESIGNED FOR MY CHILDREN'S OWN KITBASHED TEAMS AND AIMS TO REDUCE THE MENTAL LOAD OF PLAYING KILL TEAM, WHILE STILL INTRODUCING THEM TO CORE RULES AND PROCESSES.

100% positive
Composition

This Kill Team MUST include:

  • 1 Malek the Tormentor LEADER
  • 1 M.A.P.T. MEDIC
  • 3 Terrorphim ABOMINATION
Common Abilities and Options

Malek's control:
If Malek the Tormentor is incapacitated, all ABOMINATION operatives must make a D6 roll BEFORE perfoming a SHOOT or FIGHT action.

On a 3+ ABOMINATION operatives carryout the action as usual. On a 2/1 ABOMINATION operatives MUST perform the action on the CLOSEST enemy OR FRIENDLY operative.

If the FIGHT action is performed on a friendly operative, once the attack dice have been resolved, assume the FALL BACK action has been performed for 0AP.

Mindless creature:
You must spend 1 additional AP for this operative to perform the PICK UP MARKER and mission actions (excluding OPERATE HATCH).

Malek the Tormentor
A 3
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Modified Kroot scattergun (Rng 8", Piercing 1)
4
3+
3/4
Surgical claw (Severe)
4
4+
3/4
Abilities
Battlefield surgeryCruel master

Battlefield surgery: The first time this operative would be incapacitated during the battle, it's not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).

Cruel master: As long as this operative is not incapacitated, all ABOMINATION operatives gain PUNISHING on melee weapons and LETHAL 5+ on ranged weapons.

XENOS, TAU, LEADER
Plasosaur
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Plasma gun
standard (Piercing 1)
4
3+
4/6
supercharge (Hot, Lethal 5+. Piercing 1)
4
3+
5/6
Flamer (Rng 8", Saturate, Torrent 2")
6
2+
2/2
Biting teeth
4
5+
3/4
Abilities
Malek's controlMindless creatureWalking tank

Walking tank: This operative can perform two SHOOT actions during it's activation.

XENOS, TAU, ABOMINATION
Meleraptor
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Savage cleaver (Dev 2)
5
3+
5/6
Abilities
Devastating OnslaughtMalek's controlMindless creature

Devastating Onslaught: At the end of each enemy operative's activation or counteraction, you can select one enemy operative within 2" of this operative. This operative can perform a free CHARGE action (you can change it's order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.

XENOS, TAU, ABOMINATION
Horradon
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Power lash (Rng 6")
4
4+
4/5
Power lash (Rending)
4
3+
4/6
Xenoshield
4
4+
3/4
Abilities
Malek's controlMindless creatureShield

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

XENOS, TAU, ABOMINATION
M.A.P.T.
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Modified stub gun (Rng 8")
4
3+
3/4
Claws (-)
3
3+
3/4
Abilities
1AP: Healing stims

Healing stims (1AP): Select one friendly TERRORPHIM operative within this operative's control range to regain up to 2D3 lost wounds. This operative cannot perform this action while within control range of an enemy operative.

XENOS, TAU, MEDIC
Equipment
Ploys

Firefight - Combat stimulants:
Malek's experimental stims cause the Terrorphim's bodies to convulse with pure rage, heightening their speed and power.

Use this firefight ploy during a friendly TERRORPHIM operative's activation (with the ABOMINATION key word), before or after it performs an action. This firefight ploy grants the operative ONE ADDITIONAL FIGHT OR SHOOT action for 0AP, up to a maximum of TWO (i.e. and operative CANNOT use this ploy to gain 3 SHOOT actions).


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.


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.