Saturnine Terminator

Saturnine Terminator

Common Abilities and Options

Saturnine Terminator:
During each friendly ADEPTUS ASTARTES operative's activation, it can perform either 3 Shoot actions or 3 Fight actions. If it is 3 Shoot actions, the same ranged weapon must be selected for all.

Instant Death:
If an enemy or friendly operative suffers an unsaved Wound from an weapon with this special rule, it is reduced to 0 Wounds and is immediately removed from the killzone.

Thermal Diffraction Shield:
Each time this operative would lose wounds as a result of a shooting or melee attack, subtract up to 5 from the Damage characteristic of that weapon for that attack (to a minimum of 1). In addition, this operative cannot be injured by weapons with the [Torrent], [Brutal], [Piercing], [Lethal X+], or [Accurate] special rules.

Teleporter Transponder (1AP):
Remove this operative from the killzone. At the end of the next Firefight Phase, set it up anywhere within 12" of its last position, not within 2" of enemy operatives, and wholly within the killzone. While removed, it is inactive but continues to control any objectives it was securing.

Eq: Bulwark Plating:
An experimental reinforcement layer integrated into Saturnine plate, using bonded ceramite, phase-disruptive alloys, and kinetic dampeners. Designed for unbreakable line holders in breach scenarios and Warp-unstable environments.

  • This operative’s Wounds characteristic is increased by 4.
  • This operative ignores all negative modifiers to its characteristics or abilities from enemy attacks (including effects like Stun, Movement reduction, BS/WS debuffs, APL reduction, or injury-based penalties).

Special Rule:

  • Immovable Bastion – If this operative is on a point and hasn’t moved during the Turning Point, enemy operatives within 3” cannot perform the Dash action.

Operatives

1. Terminator Sergeant
Terminator Sergeant
A 4
M 5"
S 2+
W 30/30
Weapons
ATK
HIT
DMG
Plasma Blaster (Rng 18", Hot, Lethal 5+, Prc 4)
4
3+
5/6
Disruption Fist (Brutal, Lethal 5+, AP 3)
5
3+
9/12
War Axe (AP 2, Sev, Dev 4)
5
3+
6/8
Abilities
Battle ProwessSaturnine TerminatorInstant DeathCommand Teleport Network .Thermal Diffraction Shield
Options
Eq: Bulwark Plating

Battle Prowess: Once during each of this operative's activations, you can select 2 other friendly SATURNINE TERMINATOR operatives visible to it. Until the end of those operatives' next activation, add 1 to each of their APL stat. In addition, you can do each of the following once per battle if this operative is in the killzone:

  • Use a SATURNINE TERMINATOR strategy ploy for 0CP.
  • Use a SATURNINE TERMINATOR firefight ploy for 0CP

Command Teleport Network .: Once per game, during the Strategy Phase, all friendly operatives equipped with a Saturnine Teleporter Transponder can perform a free Teleport Strike.

Imperium, Adeptus Astartes, Angel Of Death, Terminator
2. Terminator Heavy Gunner
Terminator Heavy Gunner
A 3
M 5"
S 2+
W 28/28
Weapons
ATK
HIT
DMG
Twin Heavy Disintegrator
Focused (Hvy, Hot, Acc 4, Lethal 5+, *Instant Death)
6
3+
8/9
Sweeping (Hvy, Hot, Acc 1, Lethal 5+, Tor 3", *Instant Death)
6
3+
7/8
Plasma Bombard (Rng 18-24", Barrage, Hot, Prc 6, Lethal 4+, Blast 4")
4
4+
5/6
Barrel Strike
3
4+
2/3
Abilities
1AP: Teleporter TransponderThermal Diffraction ShieldInstant DeathSaturnine Terminator
Options
Eq: Bulwark Plating
Imperium, Adeptus Astartes, Angel Of Death, Terminator
3. Terminator Gunner
Terminator Gunner
A 3
M 5"
S 2+
W 28/28
Weapons
ATK
HIT
DMG
Plasma Bombard (Rng 18-24", Barrage, Hot, Prc 6, Lethal 4+, Blast 4")
4
4+
4/6
Disruption Fist
Default (Brutal, Lethal 5+, AP 3)
5
3+
9/12
Particle Shredder (Rng 8", Sev, Ceaseless, Tor 1", AP 5)
4
4+
3/4
Abilities
Thermal Diffraction Shield1AP: Teleporter TransponderSaturnine TerminatorInstant Death
Options
Eq: Bulwark Plating
Imperium, Adeptus Astartes, Angel Of Death, Terminator
4. Terminator Warrior
Terminator Warrior
A 3
M 5"
S 2+
W 28/28
Weapons
ATK
HIT
DMG
Twin Heavy Disintegrator
Focused (Hvy, Hot, Acc 4, Lethal 5+, *Instant Death)
6
2+
8/9
Sweeping (Hvy, Hot, Acc 1, Lethal 5+, Tor 3", *Instant Death)
6
2+
7/8
Disruption Fist (Brutal, Lethal 5+, AP 3)
5
3+
9/12
Abilities
Thermal Diffraction ShieldInstant DeathSaturnine Terminator1AP: Teleporter Transponder
Options
Eq: Bulwark Plating
Imperium, Adeptus Astartes, Angel Of Death, Terminator
5. Terminator Warrior
Terminator Warrior
A 3
M 5"
S 2+
W 28/28
Weapons
ATK
HIT
DMG
Twin Heavy Disintegrator
Focused (Hvy, Hot, Acc 4, Lethal 5+, *Instant Death)
6
2+
8/9
Sweeping (Hvy, Hot, Acc 1, Lethal 5+, Tor 3", *Instant Death)
6
2+
7/8
Disruption Fist (Brutal, Lethal 5+, AP 3)
5
3+
9/12
Abilities
Instant DeathSaturnine Terminator1AP: Teleporter TransponderThermal Diffraction Shield
Options
Eq: Bulwark Plating
Imperium, Adeptus Astartes, Angel Of Death, Terminator

Equipment

Bulwark Plating

An experimental reinforcement layer integrated into Saturnine plate, using bonded ceramite, phase-disruptive alloys, and kinetic dampeners. Designed for unbreakable line holders in breach scenarios and Warp-unstable environments.

  • This operative’s Wounds characteristic is increased by 4.
  • This operative ignores all negative modifiers to its characteristics or abilities from enemy attacks (including effects like Stun, Movement reduction, BS/WS debuffs, APL reduction, or injury-based penalties).

Special Rule:

  • Immovable Bastion – If this operative is on a point and hasn’t moved during the Turning Point, enemy operatives within 3” cannot perform the Dash action.

Ploys

Echo of Silence
Firefight Ploy

When an enemy unit uses a ploy or ability within 6" of a SATURNINE TERMINATOR, on a 4+, cancel that effect entirely (once per turn).

Ironbound Reflex
Firefight Ploy

When any SATURNINE TERMINATOR is targeted by a ranged or melee attack, until the end of the phase, the SATURNINE TERMINATOR gains the ability to ignore modifiers to hit rolls.

Compromised Carapace
Firefight Ploy

When a SATURNINE TERMINATOR is reduced to 0 wounds. That model immediately explodes in a plasma blast. All units within 6” suffer 1d6 mortal wounds.

Return Blows
Firefight Ploy

After an enemy melee attack against a SATURNINE TERMINATOR misses or fails to wound the Terminator, immediately makes one free melee strike at full strength with +1 AP. If it kills the attacking model, that SATURNINE TERMINATOR gains a permanent +1 AP on that weapon.

Bastion Aeternum
Strategy Ploy

During deployment or the first turn designate one SATURNINE TERMINATOR as the Bastion. While it's alive, nearby allies (within 8”) gain +1 to cover saves and the Bastion may make one retaliatory overwatch shot per enemy activation in range. If the Bastion is killed, the bonuses end and nearby allies suffer a temporary morale penalty.

Glory Through Attrition
Strategy Ploy

When a SATURNINE TERMINATOR is slain, for the rest of the turn, all other SATURNINE TERMINATORs gain +1 to hit and +1 AP.

Edict of Obliteration
Strategy Ploy

When a SATURNINE TERMINATOR has 1 wound remaining, that model becomes un-targetable by ranged attacks unless it is the closest valid target. Additionally, if slain, it explodes as if by Comprised Carapace.

Deathfall Strike
Strategy Ploy

Deathfall Strike-Each time a friendly SATURNINE TERMINATOR uses the Teleport Transponder, that operative can immediately do one of the following for free:

  • Perform a Shoot action with one ranged weapon
  • Perform a Charge action up to 6", but cannot move within Engagement Range of more than one enemy operative. Each operative can only benefit from this ploy once per battle.

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 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.

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 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.

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.