Space Hulk Terminators (My Version)

Homebrew by EckDraves

Terminators are Space Marine Veterans who have earned the right to wear Tactical Dreadnought Armour, better known as Terminator Armour. They are their Chapter's greatest infantry assets, each essentially serving as a walking tank.

Tactical Dreadnought Armour combines the technological developments of power armour with the sealed environmental suits designed for starship crews that work in highly unstable or corrosive environments such as inside the high pressure casings of Plasma Reactor shields. It can even withstand the colossal impact of high speed orbital micro debris.

Original uploaded by guitarninja, new version by EckDraves

No votes yet
Composition

A SPACE HULK TERMINATOR killteam includes:

1 SPACE HULK TERMINATOR SERGEANT operative with one of the following options:
    Storm Bolter and Power Weapon
    Thunder Hammer and Storm Shield
    Dual Lightning Claws
    Greater Power Weapon
4 SPACE HULK TERMINATOR operatives selected from the following list:
    -SPACE HULK TERMINATOR WARRIOR each separately equipped with the following options:
        Storm Bolter and Power Fist or Chain Fist
        Thunder Hammer and Storm Shield
    -SPACE HULK TERMINATOR GUNNER equipped with Power Fist or Chainfist and one of the following options:
        Assault Cannon
        Heavy Flamer
        Cyclone Missile Launcher
    -SPACE HULK TERMINATOR FIGHTER
        Lightning Claws

Your kill team can only include up to one SPACE HULK TERMINATOR GUNNER and one SPACE HULK TERMINATOR FIGHTER operatives

Common Abilities and Options

Astartes:
During each friendly SPACE HULK TERMINATOR operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions with an Assault Cannon, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly SPACE HULK TERMINATOR operative can counteract regardless of its order.

Crux Terminatus:
Whenever an operative is shooting a friendly SPACE HULK TERMINATOR operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Terminator Sergeant
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
2+
3/4
Lightning Claws (Lethal 5+, Ceaseless)
5
2+
4/5
Thunder Hammer (Shock)
4
3+
5/7
Power Weapon (Lethal 5+)
4
2+
4/6
Greater Power Weapon (Brutal, Lethal 5+, Ceaseless)
5
3+
6/7
Storm Shield (Storm Shield*)
-
-
-
Abilities
AstartesCrux TerminatusStorm Shield*Tactical Dreadnaught Master

Storm Shield:* If this operative is equipped with a Storm Shield, each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it blocks, two of your opponent's successful hits are discarded (instead of one).

Tactical Dreadnaught Master: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

SPACE HULK TERMINATOR, ADEPTUS ASTARTES, IMPERIUM, LEADER
Terminator Gunner
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Assault Cannon
Focused (Hvy[Dash], Ceaseless, PrcCrit1)
5
2+
4/5
Sweeping (Hvy[Repos], Ceaseless, Tor 2")
4
3+
3/4
Cyclone Missile Launcher
Frag (Hvy[Dash], Blast 3")
4
4+
3/5
Krak (Hvy[Dash], Prc1)
4
3+
5/7
Heavy Flamer (Hvy[Repos], Rng 6", Tor 2", Sat)
6
2+
3/3
Power Fist (Brutal)
5
4+
5/7
Chain Fist (Brutal, Rending)
5
4+
4/5
Abilities
AstartesCrux Terminatus
SPACE HULK TERMINATOR, ADEPTUS ASTARTES, IMPERIUM, GUNNER
Terminator Fighter
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
2+
3/4
Lightning Claws (Lethal 5", Ceaseless)
5
2+
4/5
Abilities
AstartesBrutalityCrux Terminatus

Brutality: When this unit is retaliating, it can resolve one attack dice first.

SPACE HULK TERMINATOR, ADEPTUS ASTARTES, IMPERIUM, FIGHTER
Terminator Warrior
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
2+
3/4
Power Fist (Brutal)
5
4+
5/7
Chain Fist (Brutal, Rending)
5
4+
4/6
Thunder Hammer (Shock)
4
4+
5/6
Storm Shied (*Storm Shield)
-
-
-
Abilities
*Storm ShieldAstartesCrux Terminatus

*Storm Shield: If this operative is equipped with a Storm Shield, each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it blocks, two of your opponent's successful hits are discarded (instead of one).

SPACE HULK TERMINATOR, ADEPTUS ASTARTES, IMPERIUM, WARRIOR
Equipment

NARTHECIUM:
Once per game, a friendly SPACE HULK TERMINATOR operative can perform the following action: Narthecium (1 AP): Select one other friendly SPACE HULK TERMINATOR operative visible to and within 1" of this operative. That operative regains 2D3 lost Wounds. This operative cannot perform this action while within Engagement Range of an enemy operative.


TARGETING OPTICS:
Once per turning point, when a friendly SPACE HULK TERMINATOR operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


TELEPORT HOMER:
Once per game, a friendly SPACE HULK TERMINATOR operative can perform the following action: Plant Teleport Homer (1 AP): Place a Teleport Homer token within 1" of this operative. This operative cannot perform this action if it is within Engagement Range of an enemy operative. A friendly operative deploying via Teleport Strike can deploy directly onto the Teleport Homer token, even if it is within Engagement Range of an enemy operative.


PURITY SEALS:
Once per turning point, when a friendly SPACE HULK TERMINATOR operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Firefight - ONLY IN DEATH DOES DUTY END:
Use this firefight ploy when a ready friendly SPACE HULK TERMINATOR operative is incapacitated. Before it is removed from the killzone, it can immediately perform one free action. Unless otherwise specified, the operative would be injured for this.


Firefight - SHOCK ASSAULT:
Use this firefight ploy when a friendly SPACE HULK TERMINATOR operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).


Firefight - STANDARD OF THE ANCIENTS:
Use this firefight ploy when a friendly SPACE HULK TERMINATOR operative is activated. Select one objective marker within 3" and visible to that operative. Until the end of the battle or until you use this ploy again (whichever comes first), when determining control of that objective marker, treat friendly operatives’ APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.


Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly SPACE HULK TERMINATOR operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - TELEPORT STRIKE:
Use this Firefight Ploy before deploying your kill team. Select one SPACE HULK TERMINATOR operative, this operative is not deployed in the Killzone. Instead, during any of its activations, it can deploy anywhere in the Killzone that is more than 6" away from enemy operatives. Operatives deployed via Teleport Strike count as having made a Reposition action this Turning Point.


Strategic - THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly SPACE HULK VETERAN operatives from being injured (including their weapons' stats).


Strategic - BULWARK OF HUMANITY:
Until the end of the Turning Point, whenever an attack dice inflicts damage of 3 or more on to a friendly SPACE HULK TERMINATOR operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.


Strategic - TACTICAL PRECISION:
Until the end of the Turning Point, while a friendly SPACE HULK TERMINATORoperative is within 3" of and Visible to a friendly LEADER operative, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, operatives' weapons have the balanced weapon rule.


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.