I was looking at my tactical terminators sitting forlornly on my shelf and wondering where it all went wrong when I started brainstorming what would make my deadly veterans of a thousand campaigns viable again. Here are some thoughts that I had. I'm curious to hear your ideas for better, more viable terminators.
Ideally, these would be rules changes as the current tactical terminators boxed set is unlikely to see a re-cut any time soon.
-Re-rollable armor saves: Everyone hates losing terminators to small arms; otherwise known as the weapons they are supposed to reliably shrug off. This would go a long way toward making that a reality. It wouldn't make even regular terminators game-breaking, but would set them apart from other 2+ save models that appear to wear lighter armor. If that's too powerful, an acceptable compromise would be saying the turn they deploy, they have re-rollable armor saves.
-Assault 4 or Storm Bolters: this is probably one of my favorites. Currently, a minimum squad of terminators shoots about as hard as a minimum tactical squad for over twice the price. Change the upgrade weapons to 2/5 instead of 1/5 and you have a unit that pisses bullets everywhere it looks.
-Run after deep strike: No one likes to lose an entire squad of terminators to a lucky Demolisher shot and asking players to waste an entire shooting phase by running before they get to light something up with their sub-standard shooting. This is a bit of a disconnect as typically you don't see speed/maneuverability rules added to hulking models like Terminators or if you do, they are part of a formation.
-Warp Shunt: Just like Interceptors and Dreadknights. Once per game. A holdover from Dawn of War when terminators could teleport around the battlefield.
-Mad Minute: The old bladestorm rule; the unit can fire twice, but must spend the next turn reloading and can't shoot (can still assault, run, etc)
What would you like to see on viable Terminators?