Chaos Terminators

Homebrew by LongWarVet

Heretic Elite. Fewer in number, greater in power.

updated october 11

89% positive
Composition

A CHAOS TERMINATOR Kill team is comprised of :

1 LEADER operative selected from the list below :

-Chaos Terminator Champion

Or

-Chaos Terminator Sorcerer

3 CHAOS TERMINATOR operatives selected from the list below:

-Chaos Terminator Warrior -Chaos Terminator Gunner -Chaos Terminator Butcher (Other than Chaos terminator warrior operatives you may only select an operative from this list once)

**There can be no more than **

• 2x Combi-Melta attachments • 2x Combi-Flamer attachments • 1x Combi-Plasma attachments

Common Abilities and Options

*(Khorne):
Melee weapons equipped by this operative gain the [Severe] rule. Once per Turning Point when this operative FIGHTS add +1 to the DMG Stat of melee weapons equipped by this operative.

*(Nurgle):
Whenever this operative would suffer 3 or more DMG from an attack, roll one D6. On a 4+, reduce that attack's DMG by 1.

*(Slaanesh):
Add 1" to this friendly operative's move stat and this operative is eligible to perform a charge in an activation in which it dashed

*(Tzeentch):
Ranged weapons equipped by this operative gain [Severe]

*(Undivided):
Whenever this operative targets an enemy within 8" with a ranged or melee attack, weapons equipped by this operative gain the [Ceaseless] rule (Or the [Relentless] rule if that weapon already has the [Ceaseless] rule). The CHAOS TERMINATOR GUNNER operative's Reaper Autocannon cannot benefit from this rule

*Cleave:
Inflict D3+2 damage on each other operative visible to and within 2" of this operative. This operative cannot perform this action while it has a Conceal order or is within Engagement Range of an enemy operative.

Coming of the Abyss:
Whenever this operative would perform a charge action, inflict D3+2 DMG to one enemy operative within control range at the end of that charge action

Corrupted Terminator Armor:
Whenever an operative is shooting a friendly CHAOS TERMINATOR operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Heretic Astartes:
During each friendly CHAOS TERMINATOR operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and Combi-Weapon Plasma, Reaper Auto Cannon, HellFyre Missile Rack. Or Heavy flamer is selected for both, 1 additional AP must be spent for the second action.

Each friendly Chaos TERMINATOR operative can counteract regardless of its order

Marks of Chaos:
Before the deployment step, select a mark of chaos to be active for each CHAOS TERMINATOR operative until the end of the final turning point.

Poison:*
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly CHAOS TERMINATOR operatives) gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Chaos Terminator Champion
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Combi-Weapon (Plasma)
Combi-bolter (Balanced)
4
3+
3/4
Combi-Plasma (Piercing 1, Lim2)
4
3+
4/5
Combi-Plasma (Supercharged) (Piercing 1, Lethal 5+, Lim2, Hot)
4
3+
5/6
Combi-Weapon (Flamer)
Combi-Bolter (Balanced)
4
3+
3/4
Combi-Flamer (Rng 8", Saturate, Torrent 2", Lim3)
4
2+
3/3
Combi-Flamer (Rng 4", Saturate, Seek Light, Lim3, Torrent 0")
4
2+
3/3
Combi-Weapon (Melta)
Combi-Bolter (Balanced)
4
3+
3/4
Combi-Melta (Rng 6",Dev4, Piercing 2, Lim1)
4
3+
6/3
Accursed Weapon (Lethal 5+)
5
2+
4/6
Accursed Great Power Maul (Shock, Brutal)
5
3+
4/6
Power Fist (Brutal,Shock)
4
3+
5/7
Chain Fist (Brutal, Rending, Shock)
4
3+
5/6
Twin Lightning Claws (Lethal 5+, Ceaseless, Rending)
5
3+
4/6
Accursed ChainAxe (Rending, Brutal)
5
3+
4/5
ManReaper Scythe (Brutal, Severe, Poison*)
4
3+
4/7
Power Glaive (Lethal 5+, Shock, Cleave*)
4
3+
5/6
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)*CleaveComing of the AbyssCorrupted Terminator ArmorHand of the WarbandHeretic AstartesMarks of ChaosPoison*

Hand of the Warband: Once per turning point, if this operative is in the killzone, you may use a FIREFIGHT or STRATEGIC ploy for 0 CP

40LEADER, CHAOS, CHAOS TERMINATORS, HERETIC ASTARTES,
Terminator Sorcerer Lord
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Force Stave
Barrage (Seek, Saturate, Dev 2)
4
3+
3/2
Focused Beam (Piercing 1, Devastating 2, Lethal 5+)
4
3+
3/4
Doombolt[SOT] (Devastating 2, Lethal 5+)
4
4+
4/2
Plague Wind[SON] (Poison*, Saturate, Severe, Torrent 1")
6
3+
2/3
Entropy[SON] (Saturate, Severe, Tor 1", Poison*)
4
3+
3/7
Infernal Gaze[UNDIVIDED] (Lethal 3+, Range 6", Dev2)
5
3+
0/1
[SON] Firestorm (Seek Light, Torrent 2")
5
4+
3/4
[BOU] Life Siphon (Saturate, Siphon Life*)
5
3+
3/3
Force Stave (Psychic, Shock)
4
3+
4/6
Warp Swelled Power Weapon (Lethal 5+)
5
3+
5/6
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)1AP: [BON] Poisonous Miasma1AP: [BON] Putrescent Vitality[BOT] Astral Bombardment2AP: [BOT] Corrupting Clones[BOT] TEMPORAL FLUX1AP: [BOT] Warp Teleport[BOU] *Life SiphonComing of the AbyssCorrupted Terminator PlateHeretic Astartes3AP: Hyper Malefic VortexMalefic SovereignMarks of Chaos

[BON] Poisonous Miasma (1AP): PSYCHIC Select one enemy operative visible to and within 7" of this operative, or one enemy operative that’s a valid target for this operative. That enemy operative gains one of your Poison tokens (if it does not already have one)

[BON] Putrescent Vitality (1AP): PSYCHIC Select one friendly operative visible to and within 3" of this operative, then roll 2D6: if the result is 7, the selected operative regains 7 lost wounds; otherwise, the selected operative regains lost wounds equal to the highest D6.

An operative cannot perform this action while within control range of an enemy operative, or more than once per Turning Point.

[BOT] Astral Bombardment: Select one of this operative's PSYCHIC ranged weapons. That weapon has the Devastating 1 weapon rule. If you select a doombolt, it has the 2" Devastating 2 weapon rule instead of Devastating 2. If you select Firestorm or Mindburn , whenever that operative performs the Shoot action, select the Seek Light or Devastating 1 weapon rule for that weapon to have until the end of the action (it cannot have both).

[BOT] Corrupting Clones (2AP): Once per turning point, select a point within 6" of this operative. For each enemy operative within 2" of that point, roll one D6: on a 3+, that enemy operative suffers D3+2

[BOT] TEMPORAL FLUX: PSYCHIC Select one friendly CHAOS TERMINATOR operative visible to and within 6" of this operative and place your Temporal Flux marker within that operative’s control range.

At the end of that operative’s next activation, if it hasn’t been incapacitated and is still wholly within 6" of your Temporal Flux marker, remove that operative from the killzone and set it back up in a location it can be placed; when it is set back up, it must have your Temporal Flux marker within its control range (or as close as possible). Then remove your Temporal Flux marker from the killzone. If that operative is not wholly within 6" of your Temporal Flux marker (including if it’s incapacitated), remove that marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative, or if your Temporal Flux marker is currently in the killzone.

[BOT] Warp Teleport (1AP): This operative can perform this action while within Engagement Range of an enemy operative. Remove this operative from the killzone and place them anywhere on the floor of the killzone that is more than 2" away from enemy operatives. This does not count as a Fall Back action.

*[BOU] Life Siphon: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, select one friendly LEGIONARY operative visible to and within 6" of this operative. For each attack die you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per Turning Point.

Corrupted Terminator Plate: Whenever an operative is shooting a friendly CHAOS TERMINATOR operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored

Hyper Malefic Vortex (3AP): Remove your Hyper Malefic Vortex markers from the killzone (if any). Then place your 2 Hyper Malefic Vortex markers visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative and Within 2" of each other . Inflict 2D3 damage on each enemy operative within 2" of that marker. In addition, in the Ready step of each Strategy phase, inflict 2D3 damage on each enemy operative within 2" of that marker.

This operative cannot perform this action while within control range of an enemy operative.

Malefic Sovereign: Select 4 Boons and 4 spells for this operative before deployment. These choices cannot be changed the rest of the battle.

40LEADER, CHAOS, CHAOS TERMINATORS, HERETIC ASTARTES, PSYKER
Chaos Terminator Gunner
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Heavy Flamer
Default (Heavy(Reposition Only), Rng 8", Saturate, Torrent 2", Devastating 1)
5
2+
3/3
Deluge (Heavy(Reposition Only), Rng 4", Saturate, Torrent 0", Seek Light, Devastating 1)
4
2+
3/3
Reaper Auto-Cannon
Focused (Heavy(Reposition Only), Piercing 1, Ceaseless)
6
3+
3/5
Sweeping (Heavy(Reposition Only), Piercing 1, Ceaseless, Tor 1")
5
3+
3/5
HellFyre Missile Rack
Focused Barrage (Piercing 1, Seek, (Heavy))
4
3+
4/5
Saturated Barrage (Saturate, Blast 2")
5
3+
2/4
Accursed Weapon (Lethal 5+)
5
3+
4/6
Accursed Great Power Maul (Shock, Brutal)
5
3+
4/6
Power Fist (Brutal, Shock)
4
3+
5/7
Accursed Chainaxe (Rending, Brutal)
5
3+
4/5
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)Coming of the AbyssCorrupted Terminator ArmorHeretic AstartesMarks of ChaosPoison*
40CHAOS, CHAOS TERMINATORS, HERETIC ASTARTES
Chaos Terminator Warrior
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Combi-Weapon (Plasma)
Combi-Bolter (Balanced)
4
3+
3/4
Plasma (Piercing 1, Lim1,)
4
3+
4/5
Supercharged Plasma (Piercing 1, Lethal 5+, Lim1, Blast 2")
4
3+
5/6
Combi-Weapon (Flamer)
Combi-Bolter (Balanced)
4
3+
3/4
Combi-Flamer (Rng 8", Saturate, Torrent 2", Lim1)
4
2+
3/3
Deluge (Rng 4", Saturate, Seek Light, Lim1)
4
2+
3/3
Combi-Weapon (Melta)
Combi-Bolter (Balanced)
4
3+
3/4
Combi-Melta (Rng 6", Piercing 2, Dev4, Lim1)
4
3+
6/3
Accursed Weapon (Lethal 5+)
5
3+
4/6
Accursed Great Power Maul (Brutal, Shock)
5
3+
4/6
Accursed Chainaxe (Rending,Brutal)
5
3+
4/5
Power Fist (Brutal, Shock)
4
3+
5/7
ManReaper Scythe (Brutal, Severe, Poison*)
4
3+
4/7
Chain Fist (Brutal, Rending, Shock)
4
3+
5/6
Power Glaive (Lethal 5+, Balanced , Stun, Cleave*)
4
3+
5/6
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)*CleaveComing of the AbyssCorrupted Terminator ArmorHeretic AstartesImproved Marks of ChaosInfernal PactPoison*

Improved Marks of Chaos: Before the deployment step, select a mark of chaos to be active for each CHAOS TERMINATOR operative until the end of the final turning point.

Infernal Pact: Once per battle, when a friendly LEGIONARY WARRIOR operative is activated, you can use this rule. If you do, change that operative’s Improved Marks of Chaos keyword.

40CHAOS, CHAOS TERMINATORS, HERETIC ASTARTES
Chaos Terminator Butcher
A 3
M 5"
S 3+
W 19
Weapons
ATK
HIT
DMG
Twin Power Claws (Lethal 5+, Rending, Ceaseless)
5
3+
4/6
Abilities
(*Khorne)(*Nurgle)(*Slaanesh)(*Tzeentch)(*Undivided)Coming of the AbyssCorrupted Terminator ArmorHeretic AstartesMarks of ChaosVicious Reflexes

Vicious Reflexes: Whenever this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker.)

40CHAOS, CHAOS TERMINATORS, HERETIC ASTARTES
Equipment

Warded Armor:
STRATEGIC GAMBIT Select one friendly CHAOS TERMINATOR operative. Until the Ready step of the next Strategy phase, change that operative’s Save stat to 2+.


Chaos Talisman:
STRATEGIC GAMBIT Select one Marks of Chaos keyword. Once during each of their activations, when a friendly CHAOS TERMINATOR operative that has that keyword is shooting, fighting or retaliating, if you roll two or more fails, you can inflict D3 damage on that friendly operative to retain the other as a normal success instead.


Ossuary Racks:
Once per Battle, when a friendly CHAOS TERMINATOR operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Grisly Trophy tokens (if it does not already have one). Whenever a friendly CHAOS TERMINATOR operative that has one of your Ossuary Rack tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.


Warp Blades:
STRATEGIC GAMBIT Once Per Turning Point One friendly CHAOS TERMINATOR'S melee weapon gains Lethal 5+ for one Fight action. If it already has Lethal 5+, improve it to Lethal 4+ for that operative.

-Once per turning point select one operative to gain [Cleave*] On their Melee weapons. It cannot be the same friendly operative that already benefits from the strategic gambit above. An operative that already has [Cleave*] cannot benefit from this rule. (You cannot [Cleave*] twice in one turning point per activation of each operative.)


Ploys

Strategic - BLOOD FOR THE BLOOD GOD:

Whenever a friendly CHAOS TERMINATOR operative is fighting or retaliating select one of these weapon rules to apply to melee weapons equipped by that operative until the end of that action. (CHAOS TERMINATOR KHORNE operatives may select two)

-Balanced -Severe -Rending -Brutal -Punishing -Shock


Strategic - FICKLE FATES:
Whenever a friendly CHAOS TERMINATOR operative is shooting a ready enemy operative within 5", that enemy operative cannot use light terrain for cover . Whilst this can allow such operatives to be targeted (assuming they're visible) this does not remove their cover save (if any).

Whenever an operative is shooting a ready friendly CHAOS TERMINATOR TZEENTCH operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it. CHAOS TERMINATOR TZEENTCH operatives benefit from both of the rules listed above.

Balanced: Can re-roll one Attack die.


Strategic - GRANDFATHER'S BLESSING:

Whenever an enemy operative is shooting a friendly CHAOS TERMINATOR operative for the first time this turning point that friendly operative may choose to ignore one attack dice of normal or critical DMG

You can ignore any changes to the stats of friendly CHAOS TERMINATOR NURGLE operatives from being injured (including their weapons’ stats). CHAOS TERMINATOR NURGLE operatives benefit from both rules listed above


Strategic - QUICKSILVER SPEED:
Whenever a friendly CHAOS TERMINATOR operative that performed an action in which it moved during this turning point is fighting or retaliating worsen the Hit stat of the enemy operative's melee weapons by 1.

Whenever an operative is shooting a friendly CHAOS TERMINATOR SLAANESH operative that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1. CHAOS TERMINATOR SLAANESH operatives benefit from both rules listed above

In all cases for this ploy, this is not cumulative with being injured.


Firefight - MALIGNANT AURA:
Use this firefight ploy when a friendly CHAOS TERMINATOR NURGLE operative is performing the Shoot action, when you select a valid target. Until the end of that action, whenever that friendly operative is shooting an enemy operative within 3" of it (i.e. including secondary targets, if any), that friendly operative's ranged weapons have the Piercing 1 weapon rule.


Firefight - MUTABILITY AND CHANGE:
Use this firefight ploy when a friendly CHAOS TERMINATOR TZEENTCH operative is activated. Until the end of that operative’s activation, add 1 to its APL stat, but it cannot perform the same action more than once during that activation. If it’s a WARRIOR operative, that operative’s Marks of Chaos keyword cannot be changed during this turning point (see Infernal Pact additional rule).


Firefight - SICKENING CAPTIVATION:
Use this firefight ploy during a friendly CHAOS TERMINATOR SLAANESH operative's activation, before or after it performs an action. Select one enemy operative visible to and within 6" of that friendly operative. Until the end of that enemy operative's next activation, subtract 1 from its APL stat.


Firefight - UNENDING BLOODSHED:
Use this firefight ploy when a friendly CHAOS TERMINATOR KHORNE operative is incapacitated while fighting or retaliating.

You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.


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.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

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

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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


Chaos Terminators - KTDash