terminatorsquad

Homebrew (Unpublished) by necronpeak

Faction Rules:

Teleporter Insertion:

During the deploy operatives step, up to 2 TERMINATOR TERMINATOR SQUAD operatives can be set up in the Teleportarium, off of the kill zone.

During the place equipment step, place your TELEPORT HOMER anywhere on the kill zone wholly within your territory.

From the second turning point, you must deploy all set up operatives in your Teleportarium within 3" of your TELEPORT HOMER and wholly within your drop zone, with either a conceal or engage order. This counts as a reposition action, with the relevant restrictions and AP cost.

Elite Astartes:

This operative can perform two SHOOT or two FIGHT actions in the same activation. If it is shooting twice with the ASSAULT CANNON, HEAVY FLAMER, or CYCLONE MISSILE LAUNCHER, the second shot requires 2AP.

This operative can counteract regardless of its order, and can perform 2AP worth of actions when counteracting, but they must be different actions.

Tactical Dreadnought:

Whenever this operative takes normal damage of 3 or more, roll a D6. On a result of a 5+ reduce that damage by 1.

This operative cannot gain poison.

This operative cannot gain the benefits of light cover.

Composition
Common Abilities and Options

Elite Astartes:
This operative can perform two SHOOT or two FIGHT actions in the same activation. If it is shooting twice with the ASSAULT CANNON, HEAVY FLAMER, or CYCLONE MISSILE LAUNCHER, the second shot requires 2AP.

This operative can counteract regardless of its order, and can perform 2AP worth of actions when counteracting, but they must be different actions.

Tactical Dreadnought:
Whenever this operative takes normal damage of 3 or more, roll a D6. On a result of a 5+ reduce that damage by 1.

This operative cannot gain poison.

This operative cannot gain the benefits of light cover.

Teleporter Insertion:
During the deploy operatives step, up to 2 TERMINATOR TERMINATOR SQUAD operatives can be set up in the Teleportarium, off of the kill zone.

During the place equipment step, place your TELEPORT HOMER anywhere on the kill zone wholly within your territory.

From the second turning point, you must deploy all set up operatives in your Teleportarium within 3" of your TELEPORT HOMER and wholly within your drop zone, with either a conceal or engage order. This counts as a reposition action, with the relevant restrictions and AP cost.

Terminator Sergeant
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter
Focused (Balanced)
4
3+
3/4
Sweeping (Rng 8", Torrent 1")
3
3+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Elite AstartesTactical CommandTactical DreadnoughtTeleporter Insertion

Tactical Command: Once per turning point, this operative can either:

Allow you to play a firefight ploy for 0CP Allow you to play a strategy ploy as if it were the strategy phase (spending the CP as normal)

This cannot be used if it is not this operative's activation and cannot be use in the first turning point.

40TERMINATOR SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER
Terminator Hailfire
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Assault Cannon
Point Blank (Rng 6")
5
5+
4/5
Weapon Ready (Torrent 1", Balanced, Piercing Crits 1)
5
3+
4/5
Power Fist (Brutal)
4
3+
5/6
Abilities
Elite Astartes1AP: Firing StanceTactical DreadnoughtTeleporter Insertion

Firing Stance (1AP): This operative enters FIRING STANCE until it moves, or is moved.

This operative cannot use the WEAPON READY profile of the ASSAULT CANNON if it is not in FIRING STANCE.

40TERMINATOR SQUAD, IMPERIUM, ADEPTUS ASTARTES
Terminator Incinerator
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng8", Saturate, Torrent 2"))
5
2+
3/3
Power Fist (Brutal)
4
3+
5/6
Abilities
1AP: Area DenialElite AstartesTactical DreadnoughtTeleporter Insertion

Area Denial (1AP): Place your INCINERATION marker within 6" and visible to/on vantage terrain visible to this operative.

Whenever an enemy operative enters control range or ends an activation within control range of the INCINERATION marker, they take D3+3 damage (note that this does not include operatives within the marker's control range when it is placed).

This operative can only perform this ability once per battle.

40TERMINATOR SQUAD, IMPERIUM, ADEPTUS ASTARTES
Terminator Cyclone
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter
Focused (Balanced)
4
3+
3/4
Sweeping (Balanced)
3
3+
3/4
Cyclone Missile Launcher
Krak (Piercing 1, Hvy(Repos)))
4
3+
5/7
Frag (Blast 2", Hvy(Repos)))
4
3+
3/5
Power Fist (Brutal)
4
4+
5/6
Abilities
Elite AstartesTactical DreadnoughtTeleporter Insertion
32TERMINATOR SQUAD, IMPERIUM, ADEPTUS ASTARTES
Terminator Breacher
A 3
M 4"
S 2+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter
Focused
4
3+
3/4
Sweeping (Torrent 1")
3
3+
3/4
Chain-Fis (Rending, Brutal)
5
3+
4/5
Abilities
Elite Astartes1AP: ShredTactical DreadnoughtTeleporter Insertion

Shred (1AP): Select a terrain feature within this operative's control range. If it is Equipment terrain, remove it. Otherwise, place one of your BREACH markers within this operative's control range as close as possible to that terrain. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within Control Range of an enemy operative, or if a terrain feature is not within its Control Range.

40TERMINATOR SQUAD, IMPERIUM, ADEPTUS ASTARTES
Terminator Warrior
A 3
M 5"
S 3+
W 17
Weapons
ATK
HIT
DMG
Storm Bolter
Focused
4
3+
3/4
Sweeping (Torrent 1")
3
3+
3/4
New Weapon (Brutal)
4
3+
5/6
Abilities
Close Quarters SpecialistElite AstartesTactical DreadnoughtTeleporter Insertion

Close Quarters Specialist: When shooting at an enemy within 8" of this operative, its weapons gain the BALANCED weapon rule.

40TERMINATOR SQUAD, IMPERIUM, ADEPTUS ASTARTES
Equipment
Ploys
TacOps