Terminator Vangaurd

Terminator Vangaurd

Common Abilities and Options

Deep strike (2AP):
Deep Strike: Once per battle, during the Strategy Phase, this operative can be placed into Reserve instead of being deployed. Place a Deep Strike marker wholly within 6" of the Killzone edge. The marker cannot be placed within 3" of an objective marker or within 3" of an enemy operative. During the Reinforcement step of a later Turning Point, set up this operative wholly within 3" of the marker. This operative cannot be set up within Engagement Range of an enemy operative. After being set up, this operative can perform Shoot actions as normal, but cannot Charge or Dash during that Turning Point.

Operatives

1. Terminator captain
Terminator captain
A 4
M 4"
S 3+
W 19/19
Weapons
ATK
HIT
DMG
Power fist (Brutal, Shock)
5
3+
5/7
Storm Bolter (Piercing 1)
4
3+
4/5
Abilities
2AP: Deep strike0AP: The long vigil

The long vigil (0AP): For the Long Vigil: Friendly operatives within 6" of this operative gain +1 APL while controlling an objective. Each operative can benefit from this ability only once per Turning Point.

40Astartes, Terminator
2. Heavy terminator
Heavy terminator
A 4
M 4"
S 2+
W 20/20
Weapons
ATK
HIT
DMG
Assault Cannon
Assault cannon (sweeping) (Piercing Crits 1, Torrent 1")
4
3+
4/5
Assault cannon (focused) (Piercing Crits 1)
5
3+
4/5
Fist
4
4+
3/4
Abilities
Promethium Burst2AP: Deep strike

Promethium Burst: Promethium Burst (Once per battle): Before this operative makes a Shoot action with this weapon, it can activate Promethium Burst. Increase this weapon’s Attacks characteristic by 2 for that Shoot action. After resolving the Shoot action, roll one D6. On a result of 1–5, this operative suffers 2D6 damage. On a result of 6, this operative suffers no damage.

40Astartes, Terminator
3. Assault terminator
Assault terminator
A 4
M 5"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Heavy hammer and shield (Brutal, Lethal 5+)
4
3+
5/6
Storm Bolter (Piercing 1)
4
3+
4/5
Abilities
Thunderous Impact (Passive)Terminator Bulwark (Passive)2AP: Deep strike

Thunderous Impact (Passive): Thunderous Impact (Once per battle): After this operative makes a Fight action with this weapon, if it made at least one successful hit, it can activate Thunderous Impact. Choose one enemy operative within Engagement Range. That operative cannot perform a Fight action until it has been activated again.

Terminator Bulwark (Passive): Terminator Bulwark (Passive): While this operative is equipped with this shield, improve its Defense characteristic to 2+.

40Astartes, Terminator
4. Terminator
Terminator
A 4
M 4"
S 3+
W 17/17
Weapons
ATK
HIT
DMG
Storm Bolter (Piercing 1)
4
3+
4/5
Fist
4
3+
3/4
Abilities
2AP: Deep strike
40Astartes, Terminator
5. Terminator specialist
Terminator specialist
A 4
M 5"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Twin lightning claws
Twin lighning claws (slash) (Rending, Severe, Lethal 5+, Balanced)
4
3+
4/5
Twin lightning claws (stab) (Piercing crits 1, Rending, Severe)
5
3+
4/5
Abilities
Relentles Blades2AP: Deep strike

Relentles Blades: Relentless Blades (Passive):This operative can reroll one failed attack dice whenever it fights with twin lightning claws.

40Astartes, Terminator

Reserves

Assault terminator
Assault terminator
A 4
M 5"
S 3+
W 18/18
40Astartes, Terminator
Heavy terminator
Heavy terminator
A 4
M 4"
S 2+
W 20/20
40Astartes, Terminator

Equipment

Teleport Beacon

At the start of the battle, place a Teleporter Beacon token anywhere in your deployment zone or within 6" of the kill zone edge. At least 2 friendly Terminator operatives must begin the battle in the kill zone. Any friendly Terminator operative held in Reserves may use Deep Strike to arrive within 3" of the Teleporter Beacon token and more than 6" away from enemy operatives.

Targeting Array

An advanced targeting system built into the Terminator’s armor, using enhanced sensors and combat algorithms to track enemy movements, calculate firing solutions, and improve weapon accuracy in the heat of battle.

Enhanced Servo Motors

Upgraded actuators and reinforced servo systems allow Terminator armor to move with greater speed and efficiency, compensating for its heavy design.

Ploys

No step back
Firefight Ploy

When a friendly Terminator would be incapacitated, roll a D6. On a 5+, it remains with 1 HP.

Crushing Counterattack
Firefight Ploy

After an enemy finishes a Fight action against a friendly Terminator, that Terminator can fight back.

Overwatch Protocol
Firefight Ploy

After an enemy moves within line of sight, a friendly Terminator can make a shooting attack with a penalty.

Tactical Teleportation
Strategy Ploy

Once per turning point, after all operatives are deployed, one friendly Terminator can be repositioned within your deployment zone or near a teleport beacon.

Unbreakable advance
Strategy Ploy

Until the end of the turning point, friendly Terminators ignore the first damage point suffered from each attack.

Coordinated Fire
Strategy Ploy

Choose a friendly Terminator. Until the end of the turning point, friendly operatives get +1 attack die when targeting the same enemy.

Armored Formation
Strategy Ploy

Until the end of the turning point, friendly Terminators within 3" of each other can reroll one defense die.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.