Space Hulk Veterans kt21
Homebrew team by CT-7331
Terminators are Space Marine Veterans who have earned the right to wear Tactical Dreadnought Armour, better known as Terminator Armour. They are their Chapter's greatest infantry assets, each essentially serving as a walking tank.
Tactical Dreadnought Armour combines the technological developments of power armour with the sealed environmental suits designed for starship crews that work in highly unstable or corrosive environments such as inside the high pressure casings of Plasma Reactor shields. It can even withstand the colossal impact of high speed orbital micro debris.
Space Hulk Veteran Sergeant
APL
3
MV
2⬤
GA
1
DF
3
SV
2+
WND
18
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Storm Bolter (Relentless) | 4 | 2+ | 3/4 |
Power Weapon (Lethal 5+) | 4 | 2+ | 4/6 |
Lightning Claws (Lethal 5+, Relentless) | 5 | 2+ | 4/5 |
Thunder Hammer (Stun) | 4 | 3+ | 5/7 |
ABILITIES
Crux Terminatus
Storm Shield
Tactical Dreadnought Master
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, SPACE HULK SERGEANT, LEADER
Space Hulk Veteran Gunner
APL
3
MV
2⬤
GA
1
DF
3
SV
2+
WND
18
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Assault Cannon (Hvy, Fus, AP1) | 6 | 3+ | 3/4 |
Heavy Flamer (Hvy, Rng ⬟, Tor ⬤) | 6 | 2+ | 3/3 |
Cyclone Missile Launcher | |||
- Frag (Unwieldy, Blast ⬤) | 4 | 3+ | 3/5 |
- Krak (Unwieldy, AP1) | 4 | 3+ | 5/7 |
Storm Bolter (Relentless) | 4 | 3+ | 3/4 |
Power Fist (Brutal) | 4 | 4+ | 5/7 |
Chainfist (Brutal, Rending) | 4 | 4+ | 5/6 |
ABILITIES
Crux Terminatus
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, SPACE HULK VETERAN, GUNNER
Space Hulk Veteran Fighter
APL
3
MV
2⬤
GA
1
DF
3
SV
2+
WND
18
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Thunder Hammer (Stun) | 4 | 4+ | 5/7 |
Lightning Claws (Lethal 5+, Relentless) | 5 | 3+ | 4/5 |
ABILITIES
Crux Terminatus
Storm Shield
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, SPACE HULK VETERAN, FIGHTER
Space Hulk Veteran Warrior
APL
3
MV
2⬤
GA
1
DF
3
SV
2+
WND
18
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Storm Bolter (Relentless) | 4 | 3+ | 3/4 |
Power Fist (Brutal) | 4 | 4+ | 5/7 |
Chainfist (Brutal, Rending) | 4 | 4+ | 5/6 |
Fists | 4 | 3+ | 3/4 |
ABILITIES
Crux Terminatus
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR, SPACE HULK VETERAN, WARRIOR
Strategic Ploys
Bolter Discipline
Bulwark Of Humanity
Shock Assault
Tactical Precision
Firefight Ploys
And They Shall Know No Fear
Only In Death Does Duty End
Teleport Strike
Operatives deployed via Teleport Strike count as having made a full Move action and cannot make a Move, Dash, or Charge action this Turning Point.
Equipment
Auspex*
Auspex (2 AP): Select one friendly SPACE MARINE operative within ◼ of and Visible to this operative. Until the end of the Turning Point, that operative's ranged weapons are treated as having the No Cover Special Rule. This operative cannot perform this action while within Engagement Range of enemy operatives.
Invocation Of The Chapter's Might
Narthecium*
SPACE HULK VETERAN WARRIOR operative only. The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:
Narthecium (1 AP): Select one friendly SPACE MARINE operative visible to and within ▲ of this operative. That operative regains 2D3 lost Wounds. This operative cannot perform this action while within Engagement Range of an enemy operative.
Purity Seal
Purity Seal: Once per battle, when this operative is fighting in combat, making a shooting attack, or a shooting attack is being made against it, you can use the Command Re-Roll Tactical Ploy (see the Kill Team Core Book) without spending any CP.
Standard Of The Ancients*
Icon Bearer: When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Standard Of The Ancients: Once per Turning Point, one friendly SPACE MARINE operative within ⬟ of this operative can perform one free Shoot or Fight action during that SPACE MARINE operative's activation.
Suspensor System
Suspensor System: The Heavy Special Rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3 ⬤ in the same activation in which it performs a Shoot action with any of those ranged weapons.
Teleport Homer
Plant Teleport Homer (1 AP): Place a Teleport Homer token within ▲ of this operative. This operative cannot perform this action if it is within Engagement Range of an enemy operative. A friendly operative deploying via Teleport Strike can deploy directly onto the Teleport Homer token, even if it is within Engagement Range of an enemy operative.
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.