Scarab Occult Terminators

Homebrew by Toasty_Tanuki

Thousand Sons occult Scarab Terminator squad, Rough Draft

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Composition

Thousand Son Scarab Occult Terminator Squad is made up of 5 Operatives.

  • Scarab Occult Sorcerer, can be equipped with one of the following:

    • Prosperine Khopesh
    • Inferno Combi-Bolter
  • Scarab Occult Assault Terminator

  • Scarab Occult Heavy Terminator, can be equipped with one of the following:

    • Soul Reaper Cannon
    • Heavy Warpflamer
  • Scarab Occult Terminator

Aside From the Scarab Occult Terminator Each Operative can only be selected once

Common Abilities and Options

Chaotic Terminator Plate (1AP):
During this Operatives Defence Phase You may change 1 normal Defence into a critical Defence, or one of the attacking operatives critical hits into a normal hit. On this Operatives next activation subtract 1 AP for Each time this is used.

Flesh Change (2AP):
This Operative can be Revived. When this Operative is Returned from the Warp by the Scarab Occult Sorcerer This Operative Begins its next Activation with 2 less AP

Scarab Occult Sorcerer
A 3
M 4"
S 3+
W 22
Weapons
ATK
HIT
DMG
Inferno Combi-Bolter (Rng 10", Tor 2")
5
2+
1/2
Force Stave (Brutal)
2
2+
1/6
Prosperine Khopesh (Brutal, Lethal 4+)
3
2+
3/5
Abilities
1AP: Chaotic Terminator Plate3AP: Rhubric of Ahriman2AP: Scholar of Tzeench

Rhubric of Ahriman (3AP): This Operative can Revive Operatives with the Flesh Change Ability during its Activation. When this Ability is used this Operative may Teleport up to 20 inches away from its current position, disregarding Elevation. Operatives Revived this way Return with Half the Maximum amount of Wounds at the location they became Incapacitated.

Scholar of Tzeench (2AP): During this Operatives Activation they may Teleport up to 12 inches from their current position, or Teleport another friendly Operative up to 8 inches from their current Position, Ignoring Elevation.

Thousand Sons, Sorcerer, Chaos,
Scarab Occult Heavy Terminator
A 5
M 3"
S 2+
W 12
Weapons
ATK
HIT
DMG
Heavy Warpflamer (Rng 10", Sat, Tor 2")
4
2+
3/3
Soul Reaper Cannon (Prc 1, Brutal, Lethal 5+)
4
3+
2/3
Prosperine Khopesh (Brutal, Lethal 4+)
3
2+
3/5
Abilities
1AP: Chaotic Terminator Plate2AP: Flesh ChangeStrategic Restraint 3

Strategic Restraint 3: If this Operative has only Moved this Activation gain an additional 3 inches of movement

Thousand Sons, Terminator, Chaos,
Scarab Occult Assault Terminator
A 3
M 5"
S 2+
W 10
Weapons
ATK
HIT
DMG
Inferno Combi-Bolter (Rng 10", Tor 2")
5
2+
1/2
Hellfyre Missile Rack (Rng 18", Brutal, Lethal 4+, Prc 1, Blast 1", Hvy, Lim 1)
6
2+
1/2
Prosperine Khopesh (Brutal, lethal 4+)
3
2+
3/5
Abilities
1AP: Chaotic Terminator Plate2AP: Flesh Change2AP: ReloadStrategic Restraint 2

Reload (2AP): All Weapons this Operative controls with the Limited Rule, Reset Uses.

Strategic Restraint 2: If this Operative has only Moved this Activation gain an additional 4 inches of movement

Thousand Sons, Terminator, Chaos,
Scarab Occult Terminator
A 3
M 5"
S 2+
W 10
Weapons
ATK
HIT
DMG
Inferno Combi-Bolter (Rng 10", Tor 2")
5
2+
1/2
Prosperine Khopesh (Brutal, lethal 4+)
3
2+
3/5
Abilities
1AP: Chaotic Terminator Plate2AP: Flesh ChangeStrategic Restraint 1

Strategic Restraint 1: If this Operative has only Moved this Activation gain an additional 6 inches of movement

Thousand Sons, Terminator, Chaos,
Equipment
Ploys
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.