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Terminator Squads - Iron Hands, Raven Guard & Scythes Of The Emperor (Read 815 times)
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Terminator Squads - Iron Hands, Raven Guard & Scythes Of The Emperor
10/21/16 at 4:10pm
 
TERMINATORS
Movement: 4. AV: 3. Up to eight honour badges, one equipment card for each, trade in six for a promotion. All terminator weapons can destroy bulkheads.

Commander Weapons
Power Sword (1R) with Power Shield (2W) and Storm Bolter (1R+1W).
Power Fist (1R+2W) with Grenade Launcher (1R+1W) and Storm Bolter (1R+1W).
Thunder Hammer (2R) and Storm Bolter (1R+1W).

Without Mission Dreadnought
5 Terminators including the commander.
1 Heavy Weapon.
0-1* Thunder Hammer + Storm Shield.
0-1* Lightning Claws.
0-1* Power Fist + Storm Bolter.

With Mission Dreadnought
7 Terminators including the commander.
1-2 Heavy Weapons.
0-3* Thunder Hammer + Storm Shield.
0-3* Lightning Claws.
0-3* Power Fist + Storm Bolter.
0-1 Cyclone Rocket Launcher + Storm Bolter.

Weapons
Storm Bolter: Shoots with 1R+1W.
Power Sword: 1R in hand-hand.
Power Fist: 1R+2W in hand-hand.
Lightning Claws: 2R+2W and can attack diagonally causing the opponent to roll one dice less.
Thunder Hammer: 2R and can attack diagonally causing the opponent to roll one dice less. Can sacrifice the terminator instead of attacking to hit all adjacent targets with the total of 2R+4W.
Storm Shield: Roll a red dice whenever you take damage, negates that many points of damage.
Power Shield: Mounted on the sword arm and has the same rules as the Storm Shield but uses the highest of two white dice.
Grenade Launcher: Attached to a Power Fist and fires Cluster Grenades that attack the target square with 1R+1W, the eight surrounding squares with the red dice and the sixteen squares surrounding those with the white dice but doesn't upgrade if you're using the weapon level rules. Can fire the Grenade Launcher and another weapon in the same turn if you don't move.

Heavy Weapons
Heavy Plasma Gun: 1R+2W with the red dice on the two lines next to the target line.
Heavy Missile Launcher: 3R, total on the target square, total of the lowest two on the surrounding 8 and the lowest single dice on the surrounding 16.
Heavy Assault Cannon: 2R+1W with standard Assault Cannon rules.
Heavy Incinerator: 2R Fires in a cone shape with the total of the dice in a 1, 3, 3, 5, 5, 7 pattern.
Heavy Flamer: 2R Standard Missile Launcher rules but with the total on all nine squares.
Heavy Icer: 1R+3W Single target in sight misses their next turn if their AV is at least equaled (and are damaged as normal if their AV is beaten).
Heavy Gauss Cannon: 1R Single target in sight receives the same damage as the dice score.
Heavy Melta Gun: 4R with Plasma Gun rules but looses one power for every two squares traveled after the first.
Conversion Beam Projector: 2R Has to score under the target's AV to cause damage, can't move and shoot during the same turn.
Cyclone Rocket Launcher: Hand-Hand: 2W, Fire: 1R+1W, can fire any number of rockets if you don't move (starts with 12 and can fire the Storm Bolter once as well with the fire order). Each rocket attacks with 1R+1W dice on the target square and the red dice on the eight surrounding squares and can be combined or fired separately, so three combined rockets would attack with 3R+3W on the target square and the total of the three red dice on the eight surrounding squares. If the terminator is killed a white dice is rolled and on a one or two the eight surrounding squares are attacked with one red dice for each remaining rocket as they explode.

IRON HANDS
1-3 Thunder Hammer + Storm Shields, 1-5 if using Mission Drednought.
Heavy Assault Cannon, Heavy Missile Launcher, Heavy Plasma Gun, Heavy Incinerator, Heavy Icer, Conversion Beam Projector.

Orders
Move It, Fire, Heavy Weapon, Photon Grenades.

Equipment
Bionic Heart: Commander has eight life points, Equipment Malfunction causes 2LP to be lost.
Bionic Legs: Commander can move up to six squares per turn.
Bionic Arms: Commander rolls an extra red dice in hand-hand and can reroll one dice.
Bionic Eyes: Commander shoots with two red dice and can reroll one dice.
Blind Grenades, Melta Bomb, x2 Targeters.

RAVEN GUARD
1-3 Lightning Claws, 1-5 if using Mission Drednought.
Heavy Assault Cannon, Heavy Flamer, Heavy Icer, Heavy Gauss Cannon, Conversion Beam Projector, Heavy Melta Gun.

Orders
Move It, Fire, By Sections, Photon Grenades.

Equipment
Explosive Shells: Commander shoots with two red dice.
Energiser: Commander fights with an extra red dice in hand-hand.
Shadow Armour: To be wounded in hand-hand during your own turn an opponent must beat the commander's AV as if you were being fired at.
Armour Suspensors: All terminators (including the commander) can move up to five squares per turn.
Blind Grenades, Melta Bomb, x2 Targeters.

SCYTHES OF THE EMPEROR
1-3 Storm Bolter + Power Fists, 1-5 if using Mission Drednought.
Heavy Missile Launcher, Heavy Plasma Gun, Heavy Incinerator, Heavy Flamer, Heavy Gauss Cannon, Heavy Melta Gun.

Orders
Move It, Fire, Heavy Weapon, Close Assault.

Equipment
Weapon Energiser: Commander fights with an extra red dice in hand-hand and shoots with two red dice.
Chain Fist: Replaces one Power Fist (not the commander's) and attacks with the same dice but can attack diagonally using Close Assault Blade rules and treats bulkheads as having AV0.
Light Combi-Weapon: Replaces one Storm Bolter (not the commander's) with a combination of a Light Flamer and Storm Bolter that can either fire normally or on a 3x3 area with 2W.
Heavy Combi-Weapon: Replaces one heavy weapon with a combination of a Heavy Flamer and Heavy Plasma Gun that can fire once per turn using the rules from either weapon.
Blind Grenades, Melta Bomb, x2 Targeters.

Weapon Levels
Storm Bolters - L2: Can fire twice at the same target if you don't move during the same turn. L3: Can fire twice and at separate targets if you don't move during the same turn.

Heavy Incinerator - L2: Fires in a cone shape 1, 3, 5, 5, 7, 7, 9 pattern. L3: Fires in a cone shape 1, 3, 5, 7, 7, 9, 9, 11 pattern.

Heavy Flamer - L2: The highest dice on the surrounding sixteen squares. L3: The total on the surrounding sixteen squares and the highest dice on the surrounding twenty-four.

Heavy Melta Gun - L2: Looses one power for every three squares traveled after the first. L3: Looses one power for every six squares traveled after the first.

Heavy Plasma Gun - L2: Highest dice on the two lines next to the target line. L3: Total of the two highest dice on the two lines next to the target line.

Heavy Missile Launcher - L2: Total of the dice on the target square, highest + lowest on the surrounding eight and the other dice on the surrounding sixteen. L3: Total of the dice on the target square, two highest on the surrounding eight and highest single dice on the surrounding sixteen.

Heavy Assault Cannon - L2: Extra white dice (2R+2W). L3: Another extra white dice (2R+3W).

Heavy Icer - L2: Attacks the target square and any of the four squars directly adjacent to it that are in sight. L3: Attacks the target square and the eight squars adjacent to it, only the target square needs to be in sight.

Heavy Gauss Cannon - L2: One red and one white dice, causes the same damage as the total. L3: One red and three white dice, causes the same damage as the total of the highest two.

Conversion Beam Projector - L2: Can shoot after moving if you move no more than half rate. L3: No movement penalty.

Cyclone Rocket Launcher - L2: Can shoot without using an action and can fire another weapon twice if an order card allows you to but still can't move and shoot during the same turn. L3: Can shoot using L1 rules if you move no more than half rate during the same turn but it counts as action.
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« Last Edit: 11/22/16 at 7:10am by Gold Bearer »  
 
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