Spacehulk Terminators

Homebrew (Unpublished) by iammetalman

This kill team is just a reference of operatives to play a loosely based game of Spacehulk with Killteam rules. As I brought some Spacehulk/Boarding actions terrain.

Faction Rule ASTARTES These genetically modified superhumans are made for one purpose: war. During each friendly ADEPTUS ASTARTES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them.

Composition
Common Abilities and Options

Teleport Strike:
- During deployment one third of your kill team may be deployed to the Teleportarium, outside the kill zone instead of your drop zone. As this third is selected to be in the Teleportarium, place your Teleport Homer token anywhere wholly within your territory. It stays there for the duration of the battle.

  • In the Strategy Phase of the second or third Turning Point you may set up all the operatives in the Teleportarium within 3” of your Teleport Homer token, and outside of the control range of enemy operatives with an engage order.
  • Operatives in the Teleportarium may instead be set up wholly within your drop zone with either an engage or a conceal order, outside of the control range of enemy operatives.
  • Operatives still in the Teleportarium in the Strategy step of the fourth turning point are incapacitated, counting towards enemy Ops. The Teleportarium cannot be used to avoid enemy scoring regarding incapacitation.
Terminator Captain
A 3
M 5”
S 3+
W 22
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
4+
3/4
Combo-Weapon (Tor1”)
5
3+
4/5
Power Weapon (Lethal 5+)
4
3+
5/7
Power Fist (Brutal)
4
3+
6/8
Abilities
1AP: Rites of BattleTeleport Strike1AP: Unstoppable Valour

Rites of Battle (1AP): The Captain can give 1 AP to another friendly operative for their next activation.

Unstoppable Valour (1AP): Select one friendly operative within 2", that oprative then makes a charge move and a fight action, the friendly opertive will have counted as being activated, and cannot be activated till the next turning point.

The Captain can preform this action upto 3 times.

50TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, CAPTAIN
Terminator Librarian
A 3
M 5”
S 3+
W 20
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
4+
3/4
Force Weapon (Lethal 5+)
5
4+
5/7
Abilities
0AP: Psychic HoodTeleport Strike1AP: Veil of Time

Psychic Hood (0AP): All friendly operatives within 3" can re-roll one defence dice from attacks.

Veil of Time (1AP): A psychic blast to all enemy operatives within 5" of the librarian, roll a D6 for every enemy operative on 5+ inflicts D3 wounds while there is not intervening walls, and 6+ inflicts D3 wounds.

40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, LIBRARIAN
Terminator Chaplin
A 3
M 5”
S 3+
W 20
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
4+
3/4
Crozius Arcanum (Balanced)
5
3+
4/5
Abilities
1AP: Litany of Hate0AP: Recitation of FaithTeleport Strike

Litany of Hate (1AP): While friendly opratives are within 3" of the chaplin this turning point, if ether you have 2 failed hits on a shoot or fight, retain one a a success.

Recitation of Faith (0AP): While friendly opratives are within 3" of the chaplin, if any of the opratives are incapacitaed and havent been activated this turning point, imeditly preform a shoot or fight action.

40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, CHAPLIN
Terminator Ancient
A 3
M 6”
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
4+
3/4
Close Combat Weapon (Selection 0)
3
4+
4/5
Banner (Selection 0)
4
4+
4/5
Abilities
1AP: Astartes Banner0AP: Keep the Banner HighTeleport Strike

Astartes Banner (1AP): All friendly opratives within 3" improve their save roll by 1, to a minium of 3+. Up to the end of the turning point.

Keep the Banner High (0AP): Any friendly opratives within 3" of the ancient makes an attack, add 1 to the Hit roll,

40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, LEADER, ANCIENT
Terminator Sergeant
A 3
M 5”
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
4+
3/4
Power Weapon (Lethal 5+)
4
3+
5/7
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
Crux TerminusTeleport Strike

Crux Terminus: While this unit is on the killzone floor all friendly operatives can ignore once per turning point the percing weapons rule.

40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
Terminator Gunner
A 3
M 5”
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
3+
3/4
Assault Cannon (Tor2”)
5
3+
3/4
Heavy Flamer (Rng8”, Sat, Tor2”)
5
2+
3/3
Cyclone Missile Launcher
Frag (Blast 2”)
4
3+
3/5
Krak (Prc 1)
4
3+
5/7
Power Fist (Brutal)
4
3+
6/8
Abilities
Teleport Strike
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES,
Terminator Assault Warrior
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Lightning Claws
5
3/4
3/4
Thunder Hammer (Shock, Stun)
4
3+
6/8
Abilities
Teleport Strike
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES
Terminator Warrior
A 3
M 5”
S 3+
W 18
Weapons
ATK
HIT
DMG
Storm Bolter (Ceaseless)
4
4+
3/4
Power Fist (Brutal)
5
4+
4/5
Abilities
Teleport Strike
40TERMINATUS, IMPERIUM, ADEPTUS ASTARTES
Equipment

Chainfist:
Enables the Terminator to breach walls and doors for 1APL


Teleport Homer:


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 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.


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.