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==On the Tabletop== ===7th Edition=== Despite their portrayal in the Codex fluff and Black Library books as unstoppable juggernauts. Codex: Space Marine Terminators leave less tactically inclined players more disappointed than a senior on prom night. Their legendary durability is now surpassed by much uglier [[Centurion Squad|Centurions]]. Assault Terminators require TH/SS combos to reach damage parity with much [[Wulfen|newer]] [[Ravenwing|and more]] [[Death Company|useful]] miniatures. Ten model units of properly kitted out [[Veteran_Squad#Sternguard_Veterans|Sternguards]] or [[Devastator_Squad|Devastators]] can dish out more ranged damage than a Terminator squad with two Assault Cannons or Cyclone Missile Launchers. The best way to arm "shooty" Terminators is to give them Chainfists to deal with vehicles. Terminators frequently require [[Land Raider|Land Raiders]], flyers or teleport homers to get them to where they need to be. It's not all [[Grimdark|doom and gloom]], but getting the most out of Terminators requires a little more forethought and cash than any casual player would be willing to invest. Otherwise, they windup as little more than very expensive [[DISTRACTION_CARNIFEX|Distraction Carnifexes]]. [[Deathwing|Deathwing Knights]] are considered to be one of the best Assault TEQs in the game. While "regular" Deathwing allow two Plasma Cannons for every ten models. Deathwing Command and [[Grey_Knight_Paladin|Paladin]] squads can upgrade one model to an [[Apothecary]] for "Feel no Pain". The best shooty Terminators are arguably [[Grey Knights]] with the option to take Psilencers, [[Deathwing]] with Foe-smitter and a [[Land Raider|Land Raider Crusader]] or [[Deathwatch]] Termis armed with either five Assault Cannons and/or Cyclone Missile Launchers. Grey Knights are also one of few ways players can take Terminators as troops. Unlike Paladins however, they can't take Storm Shields. Shooty [[Deathwing]] or [[Grey Knights]] will need an HQ with the appropriate weapon and the aforementioned Land Raider to get over thirty shots during the shooting phase. You won't miss those two Terminators when you have twin Assault Cannons and six Hurricane Bolters. Not to forget Frag Assault Cannons to help up with Overwatch. Since Psilencers are special weapons for Termi HQs. [[Grey Knights]] can this pull off without a relic. The only way to get more Terminator [[dakka]] than this is playing Horus Heresy and taking Fulmentarus or Tyrant Siege Terminators with a [[Spartan Assault Tank|Spartan]] as their dedicated transport. [[Deathwatch]] Terminators also have the option of buying Melta Fists. You read that correctly. These are Power Fists with Melta Guns mounted on them to melt MEQs, TEQs and Monstrous Creatures. Any survivors have to deal with five Powerfists or a painful round of overwatch. The only real downside to Deathwatch Termis is that they have no options for Dedicated Transports of any kind and are limited to five models each. You could upgrade them to have both Heavy Thunder Hammers and Cyclone Missile Launchers. However doing so is generally considered a huge waste of points. The other option worth considering is to crack open that wolf codex (sigh) and run wolf-guard terminators. Each Wolfy-woof terminator comes at 33pts base and may take ANY item form the terminator weapons list. Kit them out like sternguard by giving them a combi weapon and power weapon or (free) stormshield. Vola, you have a 2+/3++ combi wielding unit with deepstrike for only 1-8pts more (per model) than an equally kitted sternguard group. Or give them meltaguns, shields, and chainfists for the most terrifying tank-killing depstrikers you'll ever see. Finally, for some strange (or insane) reason if a player is still committed to fielding Terminators from Codex: Space Marines. Forge World has them covered with [[Tyberos_the_Red_Wake|Tyberos the Red Wake]]. He comes with two [[Awesome|Lightning Claw Chainfists]] and has one of the best models in the game, if you don't think about it too hard. I mean he can't even make a fist and has two chainsaws where His wrists would be. We suspend a lot of disbelief for this setting but his weapons are one of the worst examples. His rules allow him to make one unit of LC equipped Terminators as Troops. This is invalided if they are upgraded to TH/SS combos. The real purpose of this strategy is that it allows a player to field a Land Raider with "Objective Secured". Something only [[Grey Knights]] Termi and [[Black Templar]] Crusader Squads are able to pull off. ===8th Edition=== Terminators have been buffed with two wounds, Teleport Homers allow Terminators to jump across the map and end up within a 6" radius of the homer. Improvements for Power Weapons across the board give Terminator squads a significant buff in melee. Power Fists, Chainfists and Thunder Hammers are no longer Unwieldy. Power fists are -1 to hit with D3 damage, Chainfists are AP -4 with a fixed damage of 2 wounds, and Thunder Hammers are identical to Power Fists, albeit dealing a flat 3 damage. While the Assault Cannon has been nerfed to being only useful against blob armies. Cyclone Missile launchers are now the go-to choice for Dakkanators. Twin Linked has been changed so that these weapons can fire twice, making the Land Raider Crusader a decent choice for taking on all comers if upgraded with a Multi-Melta. Take a Termi-Captain and keep him within 6" so you can re-reroll 1's, so nothing can escape their reach. The codices and leaks confirm that all Marine armies can take Cataphractii or Tartaros Termi-armor outside of 30k. [[Awesome|Even better, they get their special rules such as Red Thirst and Inner Circle.]] At the beginning of 8th, Space Wolves were inexplicably prohibited from taking any terminator types outside of the standard Indomitus-pattern, but this has been rectified as of September 2018. Terminators also pair well with Relic shenanigans. In fact, a viable strategy is rather than just upgrading the whole squad to fit a Land Raider, use the "Relics of the Chapter" stratagem to give one character or more a relic weapon and fill the remaining space with them. This strategy is even more brutal if done with the Deathwing, as the Dark Angels have two shooty relics that add firepower to a squad that can already take an Assault Cannon, Cyclone Missile Launcher, or a Plasma Cannon. So make sure at least one relic courier is a Captain with a Combi-Plasma/Melta and Grenade Launcher. A Grey Knight Termie squad and an HQ with a Psilencer is also pretty shooty, and can be upgraded to Paladins to buff their wounds to 3 and their WS to 2+. [[rage|However their point cost of the entire army has been increased.]] Which is just as well as their relics are meh. The Hammer of Baal is also a decent relic to deep strike next to a squad of BA Assault Terminators. To help your relic caddies survive longer. Characters who come with Terminator armor are also great candidates to fill a Land Raider slot and brings buffs to your squad. You obviously can't put more than two/three of them in the same vehicle. As very few are from the same chapter. Out of all them, [[Gabriel Angelos]] of the [[Blood Ravens|magpies]] is the most notable, as unlike equivalent named HQ choices, he can choose his Warlord Trait and Chapter Tactics from the Space Marine Codex. But you can't mix and match them. So you can buff him, your relic caddies, the Terminator Squad and your entire army if you play your cards right. Iron Hands or Salamanders traits and tactics work wonders when paired with him. ===9th Edition=== Though they largely behave in the same way as 8th Edition, Terminators are now ''3'' wound models, making them significantly more resilient towards anti-MEQ/TEQ weaponry than before. Thus far, they also haven't really moved much in point cost compared to a lot of other Space Marine units. Having said that, they still face very steep competition from other Elite units and are still particularly vulnerable to high AP weaponry. Also, storm shields only provide a 4+ invulnerable save but +1 to their normal armor save(ignoring ap-1 weapons). This has been shaken up as of early 2022 and the new 'Armour of Contempt' rule, which reduces the AP of ALL incoming attacks by 1 (to a minimum of 0), however not stacking with other forms of AP reduction or storm shield variants (storm shields now only confer the 4++). In order to demonstrate the sheer resilience of this, a unit of Primaris Hellblasters with anything other than the heavy variant of their Plasma Incinerators are now mathematically slightly more likely to kill ''themselves'' than Terminators when overcharging. Without overcharging, it averages 13.5 standard Plasma Incinerator shots to bring down a single Termie. So long as you keep them in cover, enemies now need -3AP or higher to even ''start'' chewing into that mighty 2+ save, granting incredible durability against most small-arms and even giving a reasonable chance to shrug off dedicated anti-TEQ or even anti-vehicle weaponry.
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