Deathwatch Terminator Squad
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Assault Cannon | 24" | 6 | 3+ | 6 | 0 | 1 |
| Heavy flamer | 12" | D6 | N/A | 5 | -1 | 1 |
| Plasma cannon - standard | 36" | D3 | 3+ | 7 | -2 | 1 |
| Plasma cannon - supercharge | 36" | D3 | 3+ | 8 | -3 | 2 |
| Cyclone missile launcher - frag | 36" | 2D6 | 3+ | 4 | 0 | 1 |
| Cyclone missile launcher - krak | 36" | 2 | 3+ | 9 | -2 | D6 |
| Storm bolter | 24" | 2 | 3+ | 4 | 0 | 1 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Power Weapon | Melee | 4 | 3+ | 5 | -2 | 1 |
| Thunder Hammer | Melee | 3 | 4+ | 8 | -2 | 2 |
| Chainfist | Melee | 3 | 4+ | 8+ | -2 | 2 |
| Twin lightning claws | Melee | 5 | 3+ | 5 | -2 | 1 |
| Power fist | Melee | 3 | 3+ | 8 | -2 | 2 |
| Power weapon | Melee | 4 | 3+ | 5 | -2 | 1 |
| Chainfist | Melee | 3 | 4+ | 8 | -2 | 2 |
| Paragon Blade | Melee | 6 | 2+ | 6 | -3 | 3 |
| Monster Slayer of Caliban | Melee | 7 | 2+ | 6 | -2 | 2 |
| Encarmine Warblade | Melee | 6 | 2+ | 6 | -3 | 3 |
Abilities
You can re-roll Charge rolls made for this unit. Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test. If that enemy unit does not have the IMPERIUM or CHAOS keywords, subtract 1 from that test.
At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed.
Models in this unit have a 4+ invulnerable save.
If a CHARACTER unit from your army with the Leader ability can be attached to a TERMINATOR SQUAD, it can be attached to this unit instead.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Refer to the Detachment Rule for more information.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step. Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.
The bearer has a Wounds characteristic of 4.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.