Deathwing terminators

Homebrew by great-angel

The veterans of the unforgiven are all clad in Terminator armour and are on the hunt for the plague that affects the legion of the fallen

80% positive
Composition

3 operatives from this list:

  • Deathwing terminator*
  • Deathwing assault terminator with: thunder hammer and storm shield or twin lightning claws
  • Deathwing knight with: relic weapon or mace of absolution 3 watchers in the dark, 1 for each terminator

*One DEATWING TERMINATOR operative can be equipped with a Missile launcher

Common Abilities and Options

Crux terminatus:
Reduce damage taken for each DEATHWING operative by 1. Ignore changes to weapon skill from being injured

Veteran astartes:
During each friendly DEATHWING operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and a missile launcher, is selected for both, 1 additional AP must be spent for the second action. Each friendly DEATHWING operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Deathwing terminator
A 3
M 5"
S 4+
W 20
Weapons
ATK
HIT
DMG
Storm bolter (Saturate)
6
4+
4/5
Missile launcher
Frag (Blast 1”, seek light)
6
4+
2/3
krak (piercing)
2
3+
5/6
Power fist (Brutal)
5
2+
5/7
Abilities
Crux terminatusVeteran astartes
Deathwing
Deathwing assault terminator
A 3
M 5"
S 2+
W 20
Weapons
ATK
HIT
DMG
thunder hammer and storm shield (shock stun shield*)
5
3+
6/7
twin lightning claws (twin linked piercing)
6
3+
4/5
Abilities
assault docteranineCrux terminatusshield*Veteran astartes

assault docteranine: Each charge roll adds 4" to the move characteristics

shield:* Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Deathwing assault
Deathwing knight
A 3
M 5"
S 2+
W 22
Weapons
ATK
HIT
DMG
relic blade (Lethal 5+ brutal)
6
2+
5/6
mace of absolution (brutal lethal 5+ seek light)
4
2+
6/7
Abilities
relic shieldunforgivenVeteran astartes

relic shield: Half incoming damage and success can be used to block two attacks instead of one

unforgiven: An operative with this ability must perform a free charge towards an enemy that just left engagement range with them

Deathwing kight
watcher in the dark
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
great relic
3
4+
2/3
Abilities
followers of the inner circlesight in the dark

followers of the inner circle: This operative must remain in engagement range of a DAETHWING operative; all wounds allocated to the DEATHWING they are following are instead allocated to this operative, and they perform their activation right after a friendly DEATHWING operative finishes their activation or counteractivation.

sight in the dark: This operative and the DEATHWING operative, its following can see concealed operatives and can ignore the concealed rules for that enemy as long as this operative is alive

watcher
Equipment

Relic of the unforgiven:
Add 1 to attack stats of melee weapons


Fallens bane:
Operative are now equipped with fallen bane: 3a 3+hit 5/7 damage with leath 4+ and brutal


Ploys

Firefight - the watchers of the inner circle:
An additional watcher can be placed within engagement range of a DEATHWING operative until the end of the turning point


Firefight - No hiding from the watchers:
when an operative performs a charge move it can target a enemy operative within charge range that it cant see.


Strategic - Deathwing assault:
add 2" to all movement of friendly operative until the next turnning point


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.