3/5 stars. This is a standard marine unit that can be very powerful, but you have to line them up appropriately.
Background.
Regardless of whether it is a criminal worthy of punishment, a planetary governor, or some other victim, the Night Lords were well able to make a gruesome example of all that stood in their way. Indeed, it is notable that these true monsters (many of whom were marked for death by their Primarch) probably caused less bloodshed through their mere threat than when they were unleashed. But when unleashed, they brought ruination and dark deeds to the battlefield.
Strengths.
Fundamentally, the terror squad is a basic marine with bolt pistol, chain sword, and the valuable Vanguard (2) and Fear (1).
As with other sources of fear, you need to apply some conditions and it is worth considering how to do that.
In the upgrades, we have Flamers that cause panic, and rotor cannons for suppressive. Both are viable in third edition to help with that WS+1 bonus in close combat.
Weaknesses.
They are marines with a 3+ save and they die like them too. You are really paying a lot of points for fear, vanguard, and the ability to have lots of toys. See if you can infiltrate them somehow, or just take a transport.
Builds.
5 Executioners, 3 Rotor Cannons, 3 Chain Glaives (145 points).
The baseline build to force suppressed on enemy units and follow up with close combat mayhem. Take a vexilla to taste.
5 Executioners, 2 Rotor Cannons, 2 Flamers, 5 Chain Glaives (160 points).
Getting expensive here for 5 regular marines, but the idea is to apply different statues and follow up directly in combat. You just need positioning. Take a Vexilla to taste.
10 Executioners, 2 Rotor Cannons, 2 Flamers, 5 Chain Glaives (250 points).
Like the above, but with more members that are really ablative wounds. Take a power fist or similar on the Headsman to taste.
15 Executioners, 15 Rotor Cannons (370 points).
Massed rotor cannon action! Take a power weapon on the Headsman if you feel the need, and a vexilla to taste.

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