As a relatively rare player of a Millitarum Tempestus army, I am a huge fan of a fast and precise army of "normal" human beings. As of now, the Millitarum Tempestus codex is merely an expansion or an experiment to see if such an army could be viable. While Scions themselves are decent units with very nice models, the army as a whole suffers from a ridiculously small unit selection which severely limits its capacity to operate beyond the 750 pts mark. This codex is an attempt at making what a fully supported and updated Millitarum Tempestus army could look like. I designed it to alleviate the rather unremarkable performance of the basic Tempestus Scions, offer them more tools to be faster and more precise than before. I wanted them to be capable of adapting to various mission objectives and enemies by relying on speed, stealth and pinpoint firepower. Unlike Space Marines, this army isn't resilient and powerful in close combat despite having a unit capable of handling itself rather nicely in that domain. Unlike regular guard, Tempestus don't have heavy tanks and, especially, heavy artillery. Unlike my own version of the Sisters of Battle who excelled against horde armies and were geared for close combat and close range firefights, Scions remain more mobile and more fragile if just as skilled. All in all, it sits nicely as a rather unique Imperial army that has more in common with Harlequins or Craftworld Eldar than anything else. The gothic aspect of the Imperium is more absent from this army which operates and feels more like a pseudo special force than anything else. This aspect allows it to stand apart further from the Sisters of Battle with whom they share the niche of elite human soldiers. To further differentiate from other forces of the Imperium, I pushed the Scions further toward a Black Op. role. More than ever, speed and stealth are their weapon of choice. This makes them the most performant army to date in that specific domain with Raven Guard and Night Lord forces.
Introduction
Spoiler:
coming soon
Play Testing Notes
Spoiler:
coming soon
Special Rules
Spoiler:
Scion: The men and women of the Millitarum Tempestus were raised from early infancy to be the perfect soldiers: intelligent, skilled, brave and above all obedient to orders. All units composed entirely of Militarum Tempestus models with this Special Rule can reroll failed Leadership test for orders and can still attempt to regroup normally even when they are below 25%.
Officer: All armies rely on a chain of command and the tactical guidance of their officers to achieve victory over, sometimes, superior forces. Officers of the Millitarum Tempestus are excellent tactician and can provide great support to their troops. Any model with this special rule can issue a single order at the beginning of the movement phase to himself and his squad.
Voice of Command: Veteran officers are known for their quick thinking and their capacity to relay precise instructions to distant troops even in the harshest battlezones. In this fashion they almost appear o be in multiple places at the same time, always when the fight requires their knowledge and their experience. A model with this Special Rule can apply the Officer Special Rule to any squad with 18 inches of himself.
Precise Jump: Scions are experts in Grav-chute insertion. They are known for attacking from the sky with pinpoint accuracy despite all odds. A unit containing at least one model with this special rule scatters 1d6 less arriving via deep strike.
Summary Execution: Even the very best soldiers will fail at some point. They will be afraid or will make mistakes. Such a thing is unacceptable to the Imperium. The price of failure and weakness is too high to be tolerated. Someone will have to die to serve as a lesson to the rest. Should a unit lead by a Commissar fail a leadership test, the Commissar will execute a soldier to bolster the moral of his squad. Roll a d6 on a 2+, the controlling player chooses a member of the squad who failed the leadership test and remove it as a casualty. The test is then considered as an automatic success. On a 1, the opposing must decide the model to be removed. A commissar will never execute himself neither will he execute another commissar.
Aura of Discipline: Commissar Lords are incredible individual who are an inspiration to all who see them. All of them carry with them their own personal legends and act of insane heroism. The Stubborn special rule of the Commissar Lord and his leadership extend to all Scion units within 6 inches of the Commissar Lord and his unit. Furthermore, all unit fleeing that enter his Aura of Command automatically pass regroup tests.
Scion's Orders: Scions are incredibly discipline soldiers trained to apply a variety of tactics at their officers command and with their guidance. This allows them to surpass themselves and make their actions much more efficient than the total of their individual skills. Each model with the Officer Special Rule can choose one of the orders below to apply to himself and his squad at the beginning of the movement phase. The order, inorder to take effect, requires a successful leadership test from the targeted unit. All benefits are lost at the beginning of your next movement phase, unless the order is enacted again.
Suppressive Fire: The Scions are directed to suppress enemy advances against their position. The unit can fire overwatch with the penalty reduced by 1, thus firing at Ballistic Skill 2
Priority Target: The Scions are to concentrate their firepower and their shots on the vulnerable points of a large and dangerous target. The unit gains the Rending Special Rule on all its range weapons when targeting a vehicle, super heavy vehicle, gargantuan creature, or a monstrous creature.
Mark Your Target: The Scions are ordered to carefully aim with their main weapon before taking their shots to maximise damage at long range. The unit weapon profile for any Hot-Shot Lasguns, Hot-Shot SMGs and/or Hot-Shot Volleyguns changes for the following for all relevant weapons within the unit: Hot-Shot Lasgun: range: 30, S: X, AP: 3, Heavy 1, sniper, Hot-Shot SMG: range: 12, S: X, AP: 3, Heavy 2, sniper, Hot-Shot Volleygun: range: 36 S: 4, AP: 3. Heavy 4.
Intensify Fire: The Scions are directed to fire and reload as fast as possible with no concern for ammunition preservation to dislocate an enemy formation. The unit weapons are all considered twin-linked.
Rapid Advance: The Scions are told to move as fast as possible up the battlefield to gain some advance all the while using their weapons to keep the enemy under pressure. The unit gains the Fleet Special Rule and can still fire at normal Ballistic Skill after running.
Close Assault: The Scions are told to assault the enemy in close combat to take an objective from him. The unit gain the Crusader and Furious Charge Special Rule.
Warlord Traits
Spoiler:
1) Failure isn't an Option: The warlord isn't a leader who will accept defeat or failure. He is going to fight to the bitter end no matter what. The warlord gain the fearless Special Rule.
2) Drop Trooper Specialist: The warlord is a specialist when it comes to commanding airborne attacks. His drop troopers have great precision. All units in the same formation/detachment as the warlord Precise Jump Special Rule. If they already have it, they don't scatter at all when deep striking.
3) Inspired Tactician: The warlord is an incredible tactician. He seems to be capable of predicting every enemy move and directs his troops to counter them. The warlord can give an extra order per turn.
4) Dead Eye Shot: The warlord is a peerless marksman. He only needs one shot to kill. The warlord ranged attacks cause Instant Death on enemy Characters.
5) Marksman instructor: The warlord has trained his troops to be above the standards in marksmanship so they can take on more difficult targets with greater confidence. All infantry units within 6' of the warlord who haven't moved during their turn can add 6' to the range of all their weapons during the shooting phase.
6) Infiltrator: The warlord relys on infiltrating units behind the enemy line to disrupt them and prevent them from moving into action against him. The enemy army suffer a -1 modifier to all their reserve rolls and you may attempt to Steal the Initiative on a 5+.
Detachment
Spoiler:
Mandatory: 1 HQ, 1 Troop, 1 Fast Attack
Optional: 1 HQ, 3 Troops, 5 Fast Attack, 2 Elites, 3 Heavy Support
Benefits: Objectived Secure on Troop choices (does not extend to dedicated transports of troop units), Reroll Warlord Traits, Fast Deployment
Fast Deployment: You may make reserve rolls for units in this faction beginning at the start of turn 1.
Formation
Tempestus Dagger
Spoiler:
The forces of the Millitarum Tempestus are precise, fast moving and stealthy. Their training and equipment makes them ideally suited for covert operations and raids. Their silent approach followed by a swift attack makes them extremely dangerous forces to tackle and devastating for the enemy moral. There is little more unnerving for a commander than to know that enemy elite troops can attack at any time. The Tempestus Dagger is the most adaptable and common combat group of the Millitarum Tempestus. It combines various talent and expertise to tackle a wide variety of enemies by focusing on the Scions strengths.
Covert Operation Units: Scions are consummate infiltrators and saboteurs. Should the situation not call for an aerial assault, Scions can apply their remarkable stealth doctrine to infiltrate enemy lines en mass. All units in the formation can exchange their Deep Strike Special Rule for the Infiltration and Stealth should they not already have them.
Ground Assault Formation
Spoiler:
Scions are known for the speed and efficiency of their ground vehicles. Their armored advances are swift and discrete and can be immensely destructive. Squads with a lot of experience in ground assaults are fast to dismount their vehicles and unleash a blinding fusillade of Hot-Shot Lasbolts. Ground Assault Formations are used frequently to establish a beach head in the enemy territory for larger drops during massive assaults. In other circumstances, they serve as outriders for Astra Millitarium Armored Brigades.
Composition: 1 full Tempestus Scion Platoon all mounted in Taurox Prime, 1-2 Squadrons of Venator Primes.
Benefits: Calculated Strike, Surgical Deployment
Calculated Strike: The entire formation can be placed in reserve at the beginning of the game. If you elect to do so, roll a single dice for the entire formation and deploy them all at the same time should the roll be a success.All units within the formation gain the outflank USR. All units possessing one must either begin the game embarked on their transport, or be embarked on their transport when they arrive from reserves.
Surgical Deployment: On the round in which they disembark, all the Tempestus Scion units count their weapon as twin-linked and pinning.
Airborne Assault Formation
Spoiler:
The sister formation of the Ground Assault Formation, the Airborne Assault Formation is used to allow a strong advance via airborne units used when the enemy lines are crumbling to cut off their retreats or prevent them from regrouping. Valkyries allow for a devastating amount of firepower to be applied on a very mobile basis and the Scion Platoons they transport have developed a certain skill for millimetric precision when it comes to jumping from their transport into the fray. Airborne Assault Formations are also used as reinforcements capable of relieving a massive amount of pressure and rescue sections of the battlefield which have become cut off and isolated.
Composition: 1 full Tempestus Scion Platoon all mounted on Valkyrie Prime, 1-2 Victory Primes
Low Altitude Jump Specialists: Units disembarking via the Grav Chute Insertion special rule only scatter 1d6 when doing so
Mist and Anchor
Spoiler:
Should the Scions be ordered to hold a position or prevent a line from collapsing, they still rely on deception and stealth to triumph. Behind the protective barrier of an Umbra Mobile Shield Generator and the supporting fire of several well entrenched Clypeus Batteries, Scions prepare themselves for a counter attack. The enemy finds himself attacked and pinned down by previously unseen artillery fire while the mobie Shield Generator slow them down. Scions hiding behind it can take their time to make their best shots and break the enemy moral much faster. Only a particularly fast and powerful advance can disperse the Mist and Anchor
Composition: 1 Umbra Mobile Shield Generator, 1-3 Clypeus Mobile Battery, 1-2 Squad of Insidias Scions, 0-1 Squad of Ignis Scions
Benefits: Early Deployment, Unseen Fire
Early Deployment: All units in the formation are deployed using the Infiltration Special Rule instead of Deep Strike or normaly.
Unseen Fire: Should the Umbra Mobile Shield Generator be immobile during the movement phase, you can increase the range of his two shields by 6'. Furthermore, all pinning test suffered by the enemy are passed with a malus of 1 should the unit causing the pinning test is in cover or beneath the Stealth shield of the Generator.
Aerial Supremacy Squadron
Spoiler:
Scions are largely dependant on aerial supremacy to remain alive and operational. A high altitude drop is almost suicidal without strong air support to take out flakk and prepare a landing zone. Operation behind enemy lines are a one way ticket without aerial extraction team and lightning assaults against strong points are suicidal without bombardment. To achieve control of the skies, if only momentarily, a Millitarum Tempestus force will deploy a host of closely working aircraft with the job of cleaning the sky and providing good ground support to the units bellow. An Aerial Supremacy Squadron is composed of the very best aircrafts, two of which who attacks ground targets while two other hunt the skies. In short notice, they can clear the sky and a good section of the battlefield.
Composition: 2 Victory Prime, 2 Vendetta Prime, 0-2 Valkyrie Prime
Benefits: Air Domination, Calculated Strike
Air Domination: all fliers in the formation gain the Preferred Enemy (flier) and Vector Dancer Special Rules.
Hoplite Formation
Spoiler:
In a few occasion, the Scions need to hold or take a point at all cost a point. Forcing their enemy into ambushes and traps isn't possible, neither is infiltrating his lines. The enemy will need to be broken by strength and courage alone. These are the most dreaded battle of the Millitarum Tempestus, but they still must rise up to the challenge. Armis Scions are perfectly designated for those most difficult engagments and form a solid wall of shield while the Clypeus become true to their name and become the javelin and spear that kills the enemy. If Scions are famed for their stealth and their precision, one should never forget that they are also indomitable
Composition: 2 Armis Scion Squad, 1-3 Clypeus Mobile Battery, 0-1 Ignis Scions Squad (must have the Assault Squad specialisation), 0-1 Millitarum Tempestus Commissars
Benefits: Protective Wall, A Line in the Sand
Protective Wall: Units behind the Armis Scions see their cover save improved by 1
A Line in the Sand: All infantry and Character unit in the formation will have the Feel No Pain (5+) Special Rule OR can fire Overwatch at normal Ballistic Skill once per game.
HQ
Tempestor Prime
Spoiler:
The most gifted Scions are those who rise in ranks. They have shown during their training and later on the battlefield that they were not only excellent combatants, masters of their weapons, but also calm collected and intelligent. They must have shown numerous times their tactical acumen and, even more importantly, their drive to learn more about their strengths and weaknesses and that of their enemies. Tempestor Primes are the commanders of the Tempestus Scion regiments. They are the paragon of their kind: fast, precise, disciplined and intelligent. Unlike Astra Millitarum high ranking officers, they operate in the field, sharing all the dangers their soldiers pass. They are discreet and efficient leaders who use their knowledge more than their charisma to direct their troops. They operate in key squads, or even alone in dire circumstances.
Special Rules: Officer, Voice of Command, Scion, Precision Shots, Split Fire, Weapon Master, Move Through Cover, Deep Strike, Independent Character
Weapon Master: The Tempestor Prime is a gifted soldier who knows his weapon better than his own person. He can fire twice with a weapon of his choice per round. Should he have a pair of weapons, only one of the two can fire twice since even such a gifted soldier cannot fire that fast. Furthermore, his ability to make Precision Shots is also passed down to any unit he joins.
Unit Composition: 1 (Infantry, character)
Option:
can replace his Hot-Shot Lasgun with auxiliary grenade launcher for a Twin-Linked Hot-Shot SMG for free
can replace his Hot-Shot Laspistol for a Plasma Pistol for (10 pts) or a Bolt Pistol for free
can replace his close combat weapon for a Power Weapon for (10 pts), a Power Fist for (15 pts) or a Shock Sword for (7 pts)
can take an Aer Grav-Chute for (10 pts) or a Camocloak for (10 pts)
can take a Refractor Field for (15 pts)
can take a meltacharge for (5 pts)
can take a single Tempestus Scions Heirloom
Millitarum Tempestus Commissars
Spoiler:
Commissars are feared individuals. Trained in the Scholam like their brothers and sisters of the Millitarum Tempestus and later in the Officio Prefectus academy, they are natural born leaders, charismatic individuals, talented warriors and acute tacticians. In the ranks of the Astra Millitarum, they serve as advisers and enforce discipline with an iron fist. In the Millitarum Tempestus, their role is a bit more extensive. The Astra Millitarum is forced to recognise and tolerate the military traditions and structures of the various worlds of the Imperium and the Commissars, being raised and trained by the Imperium, don't necessarily know and understand them profoundly. To avoid conflict of dogma, their role was restrained to adviser instead of officers. Scions and Commissars though, share the same doctrine and culture. Furthermore, those Commissars who gain the honor of serving as officers in a Scion regiment are the very best of their kind and will be granted the responsibility to serve as adjutants with actual command responsibility beside that of enforcing discipline. While this might make the chain of command a bit more complex and heavy, the small size of the Scion regiment and their near perfect discipline allow them to negate this potential drawback. Commissars of the Millitarum Tempestus allow and push their Scion subordinates to greater feats of courage and excellence and truly help turn the tide of a battle.
Special Rule: Scion, Stubborn, Aura of Discipline (Commissar Lord only), Officer, Voice of Command (Commissar Lord only), Deep Strike, Independent Character, Summary Execution
Unit Composition: 1 to 3 (Infantry, character)
Option:
a single Commissar in your army can be promoted to Commissar Lord for (15 pts)
can exchange the bolt pistol for a Plasma Pistol for (10 pts)
can exchange the Close Combat Weapon for a Power Weapon for (10 pts) or a Powerfist for (15 pts)
can take a Storm Bolter for (5 pts)
can take a refractor field for (15 pts)
can take a meltacharge for (5 pts)
Commissar Lords can take a single Tempestus Scions Heirloom
Elite
Ignis Scion Squad
Spoiler:
Ignis Scions are the very best Scions. They are those who have shown early on the greatest combat aptitudes and the drive to exploit them fully. They are also the Scions with the most battle experience. Each one of them has occupied varied position prior to be promoted to an Ignis Scion squad. Since their early days, they received supplementary training and more guidance from their superior officers and trainers as to exploit their talent. Now, as Ignis Scions, they serve as elite troopers, fighting where the enemy is the strongest, supporting their comrade and getting them out of tight spot. They frequently escort their Tempestor Prime and serves as bodyguard for him the battlefield. Their vast experience of covert operation makes them masters at sabotage and infiltration should they be called to do it. Unfortunately, there is few of them and each loss of an Ignis Scion is even harder to replace than one of their brothers or sisters
Special Rule: Scion, Move Through Cover, Scout, Deep Strike
Unit Composition: 5 to 10 (infantry)
Option:
One Ignis Scion must be promoted to Ignis Tempestor for (5 pts)
The Ignis Tempestor can replace his Close Combat weapon for a Power Weapon for (10 pts), a Shock Sword for (7 pts), or a Powerfist for (15 pts)
The Ignis Tempestor can replace his Hot-Shot Laspistol for a Bolt Pistol for free, or a Plasma Pistol for (10 pts)
Up to three Ignis Scion can replace their Hot-Shot Lasgun with auxiliary grenade launcher for a Plasma Gun for (10 pts), a Meltagun for (5 pts), a Hot-Shot Volleygun for (5 pts), or a Grenade Launcher for (2 pts)
The unit may take haywire and defensive grenades (2pts per model)
A single Ignis Scion can take an Aer Guidance System for (10 pts) or a Targetter for (15 pts)
A single Ignis Scion can take a Clarion Vox System Relay for (5 pts)
All Ignis Scions must take one of the following squad specialisation:
Recon Unit to gain a Camocloak per model and the Special Rule Acute Sense for (2 pts) each;
Assault Unit to gain an extra close combat weapon per model for (2 pt) each and one model must have a Regimental Standard for (20 pts)
Sabotage Unit for the unit to gain the ability to set up a Mine Field of 6' of diameter before deployment, but outside the ennemy deployment zone) for 2 pts each and two model can take Democharge for (10pts) each
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
Armis Scion
Spoiler:
Armis Scions are a very specialised group of soldiers. In an army that favors speed and ranged encounter, they are armed and trained for close combat. Thanks to their heavy power shield and their shock swords they have the tools to take down enemies that would normally be far too strong for a normal human being. Nevertheless, each one of them as been selected for their excellent skills in close combat, their strength and their endurance. Armis Scions mostly serves in the bloody corridor fights of ship boarding or as an anvil for the rest to operate from. Using their shield in group they can provide protection to their allies and become extremely hard to shift from a zone should the enemy underestimate them. Despite their large shields, their stealth doctrine remain good enough for them to neither slow down or betray their felloe Scions.
Shield Lock: Armis Scions are trained to use their shield Cooperatively for defensive and offensive purpose. Should they be in base contact with one another, their armor saves improve by 1 step, gain the Counter Attack Special Rule.
Unit Composition: 5 to 10 (Infantry)
Option:
One Armis Scion must be promoted to Arnis Tempestor for (5 pts)
The Armis Tempestor can take an Aer Guidance System for (10 pts) or a Targetter for (15 pts)
All Armis Scion can exchange their Shock Sword for Power Weapon for (3 pts) or an Assault Shotgun with a Auxiliary Grenade Launcher for (5 pts)
Up to two Armis Scions and/or the Armis Tempestor can exchange their Hot-Shot Laspistols for a Bolt Pistol for free, or Plasma Pistol for (10 pts)
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
The core of every Scion regiment is the Tempestus Scion Platoon. Each Tempestus Scion is an expertly train soldier. They first graduated in the brutal Schola Progenium where they were mind wiped, indoctrinated to be perfectly obedient and reared to be consummate killers before being put through inhumanly difficult and sometime deadly tests. Those who succeeded, were marked as great soldiers and were not sent to the Officio Prefectus to become Commissars or to the Sisterhood are than sent to the Tempestor Academy where they spent a further 4 years training in an intensive manner in various forms of combat. They learn they peerless stealth doctrine, their renown aerial assaults and extensive survival skills. Those who illustrated themselves in battle and are set to ascend to more elite units are regrouped together in command squads led by Tempestor Secundus. They provide extra experience and protection to those officers as well as more mobile firepower to support their brothers and sisters in arm. Their cohesion and innovative tactics is frequently at the core of their numerous successes.
Command Squad
Tempestus Scion Prime: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 4+ pts: 15 per model
Tempestor Secundus: WS: 4, BS: 5, S: 3, T: 3, W: 2, I: 4, A: 2 Ld: 9, Sv: 4+
equipment: Carapace Armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Close Combat Weapon (Tempestor Secundus Only), Frag and Krak Grenade, Clarion Vox System (Tempestor Secundus only)
Special Rule: Scion, Move Through Cover, Deep Strike, Officer, Voice of Command (Tempestor Secundus only)
Unit Composition: 5 (infantry)
Option:
A single Tempestus Scion Prime must be promoted to a Tempestor Secundus for (12 pts)
The Tempestor Secundus can exchange his Hot-Shot Lasgun for a Hot-Shot Lasgun with an Auxiliary Grenade Launcher for (5 pts)
The Tempestor Secundus can exchange his Hot-Shot Laspistol for a Bolt Pistol for free, or a Plasma Pistol for (10 pts)
The Tempestor Secundus can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Shock Sword for (7 pts), or a Powerfist for (15 pts)
The Tempestor Secundus can take an Aer Guidance System for (10 pts) or a Targetter for (10 pts)
The Tempestor Secundus can take a Meltacharge for (5 pts)
Any Tempestus Scion prime can exchange their Hot-shot lasguns for one of the following weapon: Plasma Gun (15 pts), Meltagun (10 pts), Grenade Launcher (5 pts), Hot-shot Volleygun (10 pts), a flamer (5 pts) or a Close Combat Weapon free)
Of those Tempestus Scion Primes not upgraded as above
One Tempestus Scion Prime can take a health kit for (10 pts)
One Tempestus Scion Prime can take a Clarion Vox System Relay for (5 pts)
One Tempestus Scion Prime can replace his Hot-Shot Lasgun for a Platoon Standard for (20 pts)
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
Special Rule: Scion, Move Through Cover, Deep Strike
Unit Composition: 5 to 10 (infantry)
Option:
A Tempestus Scion must be promoted to a Tempestor Minoris for (4 pts)
The Tempestor Minoris can exchange his Hot-Shot Lasgun for a Hot-Shot Lasgun with an Auxiliary Grenade Launcher for (5 pts)
The Tempestor Minoris can exchange his Hot-Shot Laspistol for a Bolt Pistol for free, or a Plasma Pistol for (10 pts)
The Tempestor Minoris can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Shock Sword for (7 pts), or a Powerfist for (15 pts)
The Tempestor Minoris can take an Aer Guidance System for (10 pts) or a Targeter for (10 pts)
The Tempestor Minoris can take a Meltacharge for (5 pts)
Up to two Tempestus Scions can exchange their Hot-shot lasguns for one of the following weapon: Plasma Gun (15 pts), Meltagun (10 pts), Grenade Launcher (5 pts), Hot-shot Volleygun (10 pts), or a flamer (5 pts)
One other Tempestus Scion can take a Clarion Vox System Relay for (5 pts)
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
Dedicated Transport
Taurox Prime
Spoiler:
The Taurox Prime is an extremely fast, well armed and armored transport. It can cross through some of the harshest terrain without slowing down all the while carrying the firepower of a light battle tank. Its overcharged engines are both safe and reliable. Thus, the Taurox Prime can be used for extensive missions behind the enemy lines and its decent armor allows it to weather small arm fire with ease. Very few forces can boast to have such a versatile and efficient vehicle in their armory. The Scions who pilot them are experts who know their vehicle as well as a Tempestus Scion knows his rifle. They are almost fearless and will never abandon their brethren in a difficult situation. A Taurox Prime can be armed in a variety of ways to deal with infantry hordes or enemy tanks and aircraft depending on the situation.
Taurox Prime: BS: 4, Armor: F: 11, S: 11, R: 10, HP: 3 pts: 70 per model
equipment: One Turret Mounted Taurox Light Battle Canon, One Hull Mounted Twin-Linked Hot-Shot Volleygun, Smoke Launcher
Special Rule: Tank, Fast, ATV, Transport
ATV: A Taurox Prime threads and engine are designed for all sorts of terrain. It's both amphibious and can reroll failed dangerous terrain tests.
Transport Capacity: 10 Models
Access Point: One on each side and one at the rear
Fire Point: two on each side
Option:
Can replace the Taurox Light Battle Canon for a Twin-Linked Taurox Gatling Canon for (5 pts) or for a Taurox Missile Launcher for (10 pts)
Can replace the Twin-Linked Hot-Shot Volleygun for Twin-Linked Autocannon for (10 pts)
Can take upgrades from the Armory of the Progenium
Valkyrie Prime
Spoiler:
The Valkyrie Prime is a heavily armed and armored aircraft designed for air to ground combat. Its powerful engines allow it to move at high speed and gives it great mobility to avoid enemy anti-air defense and hover over the battlefield. Its numerous weapons give it an impressive firepower on an extremely mobile basis. The Valkyrie Prime are different to the standard models by their more sophisticated weapon system and by the fact that their pilots are Scions themselves who were trained to a much higher level of excellence than the navy's pilots. Their capacity to deploy in the harshest conditions squads of Scions allow the Millitarum Tempestus to field one of the fastest military forces in the galaxy. In a pinch, the Valkyrie Prime can even engage other aircraft in dogfights.
Special Rule: Flier, Hover, Transport, Grav Chute Insertion
Grav Chute Insertion: Valkyrie Prime are equipped with the necessary system to drop troops via Grav-Chute should they be flying at high altitude or high speed. Should the player want to disembark a unit in a Valkyrie who moved faster than Combat Speed or who isn't hovering, select a point over which the Valkyrie passed and place a counter there and deploy the unit using the deep strike rules. Scatter the unit normally.
Transport Capacity: 12 Models
Access Point: One at the rear
Fire Point: None
Option:
The Valkyrie Prime can exchange its Twin-Linked Hot-Shot Multilaser for a Twin-Linked Lascanon for (5 pts)
Can replace the two Hellstrike missiles for two Rocket Pods for (10 pts)
Can take two sponson mounted Heavy Bolters for (20 pts)
Can take upgrades in the Armory of the Progenium
Fast Attack
Aer Scions
Spoiler:
Aer Scions are the pinnacle of the Millitarum Tempestus forces when it comes to aerial assault. They are the men and women who have shown the most aptitudes in piloting a Grav-Chute in any circumstances and a talent for short range firefights. To assist them, they are equipped with an Aer Grav-Chute, from which they derive their name, that can serve as a efficient jet pack on the battlefield. This makes them extremely mobile, capable of vaulting over tall obstacle, escaping assaulting enemy units and attacking them from above. The only weakness of those Grav-Chute is their weight limit that only allow the lightest and most agile Scions to use them. They also needed a lighter and more compact weapon than their standard Hot-Shot Lasgun. Thus, they are all armed with a small Hot-Shot LasSMG that provides them with a surprising amount of firepower but only at very short range.
Special Rule: Scion, Deep Strike, Move Through Cover, Hit and Run, Precise Jump
Unit Composition: 5 to 10 (Jet Pack Infantry)
Option:
A Aer Scion must be promoted to an Aer Tempestor for (4 pts)
The Aer Tempestor can exchange his Hot-Shot LasSMG for a Bolt Pistol for free or a pair of Plasma Pistol for (15 pts)
The Aer Tempestor can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Shock Sword for (7 pts) or a Powerfist for (15 pts)
The Aer Tempestor can take a Meltacharge for (5 pts) and a Targetter (20 pts)
Up to two Aer Scion can exchange their Hot-shot LasSMG for a pair of Plasma pistol for (15 pts)
Victory Prime
Spoiler:
To provide a more efficient aerial support and established dominance over the skies, a necessary asset to the survival and later extraction of Scions regiment, Valkyrie and Vendetta were not ideal. While they did possess great qualities they were not dedicated fighter aircrafts. They were not always sufficient to gain on a regular basis, even against well armed foes the supremacy in the air. The Victory Prime pattern was developed for this specific purpose without sacrificing some capacity for air to ground support. This pattern simply removed all transport capacity for a higher level of mobility and speed that can make the difference against enemy air units. It's weapon system is very performant against both lightly armored fast planes and heavier vehicle. The Scions who pilot them also trained specifically for dogfights, thus exploiting the Victory Prime to its Fullest.
Special Rule: Flier, Hover, Vector Dancing, Preferred Enemy (fliers)
Unit Composition: 1 (flier)
Option:
all Twin-Linked Hotshot Multilaser can be replaced for Twin-Linked Lascanon for (15 pts)
can take two extra Heavy Bolter for (20 pts)
can take upgrades in the Armory of the Progenium
Vendetta Prime
Spoiler:
The Vendetta is a Valkyrie Pattern that sacrificed a portion of its transport capacity for a heavier weapon system designed to take down heavily armored units. Scions don't carry a lot of heavy weapons on them and when the need to destroy tanks or well protected bunkers arise, Vendetta are called in. Their small transport capacity allows them to transport small groups of specialists or rescue squads in danger. Their powerful lascanon can make short work of most low speed enemy fliers with ease. The Scions who pilot them are especially trained in armor recognition and destruction and its not rare to see one of these vehicle have a score card in the dozen.
Special Rule: Flier, Hover, Transport, Grav Chute Insertion
Grav Chute Insertion: Valkyrie Prime are equipped with the necessary system to drop troops via Grav-Chute should they be flying at high altitude or high speed. Should the player want to disembark a unit in a Valkyrie who moved faster than Combat Speed or who isn't hovering, select a point over which the Valkyrie passed and place a counter there and deploy the unit there like if it had used Deep Strike even if she normally can't. Scatter the unit normally.
Transport Capacity: 6 Models
Access Point: One at the rear
Fire Point: None
Option:
can take two additional hull mounted Heavy Bolter for (20 pts)
can take upgrades in the Armory of the Progenium
Venator Prime Squadron
Spoiler:
While Millitarum Tempestus are notoriously airborne, they still require some form of ground support vehicle that can keep up with their swift advance and be transported from battlezone to battlezone in short order. The Venator Prime is a small size wheeled and armored vehicle that fits all the requirements. This vehicle, first used by Elysians, serves both as a scout vehicle, but also a support vehicle. Its hull isn't very heavily armored, but still offer a decent amount of protection. It's weapon system is versatile, from Lascanon, to Multimelta and Hot-Shot Multilaser. They possess a very similar engine system to that of the Taurox, making the vehicle extremely reliable in hard terrain. The Venator Primes operate in small group to support and provide covering fire to each other much like aircrafts.
Can replace the Turret Mounted Twin-Linked Multimelta for Twin-Linked Hot-Shot Multilaser for (10 pts) or Twin-Linked Lascanon for (15 pts)
Can replace the Hull Mounted Twin-Linked Hot-Shot Volleygun for Twin-Linked Meltagun
can take upgrades in the Armory of the Progenium
Heavy Support
Insidias Scion Squad
Spoiler:
Those Scions who have demonstrated at the Tempestor Academy their skills in marksmanship were removed from their normal squads and assigned to specialised trainers to nurture those talents. Scions are at all time expected to maintain a marksmanship grade that would shame many Imperial Guard snipers, thus their very own sharpshooters are almost asked the impossible in terms of quality. To accomplish this, it takes years of practice, the perfect physical aptitudes and the very best targeting systems. Insidias Scions have years of experience both in the field and in training to achieve such a high level of accuracy. The stealth doctrine of those snipers is so good they might as well be ghosts and their weapons much more powerful than the standard sniper. The Insidias Scions are known to men and women of few words and serene calm born out of a training focused as much on relaxation and meditation as on physical prowess.
Special Rule: Scion, Move Through Cover, Shrouded (Include the Camocloak bonus), Deep Strike, Infiltration
Unit Composition: 3 to 6 (infantry)
Option:
an Insidias Scion must be promoted to an Insidias Tempestor for (20 pts)
The Insidias Tempestor can take a Targetter for (10 pts)
The Insidias Tempestor can take a Meltacharge for (5 pts)
up to two Insidias Scion can take demo-charge for (10 pts)
Umbra Mobile Shield Generator
Spoiler:
Scions rely on speed and, especially, on stealth to strike at the enemy. Despite being well protected by their carapace armor, they cannot afford to be faced with well directed, intense firepower for they are far from possessing the numbers and tanks of the Astra Millitarum or the resilience of the Adeptus Astartes. When it's inevitable for the Scion to face an opponent so well equipped that no amount of speed and air support can alleviate the damage, the Umbra Mobile Shield Generator is deployed. This piece of equipment, an ancient and precious piece of technology almost impossible to reproduce now, is capable of deploying two types of shield to protect the advance of the Scions on the ground. The first one is a stealth shield that distort the vision of all those looking toward it like if they were trying to see through dense fog, smoke or strong heat wave. This allow Scions to approach with an extra measure of protection. The second is a shorter range traditional shield that protect against almost all form of ranged attack. The shield generator itself is well armored and mobile thanks to anti-grav technology that allows it to move slowly but silently and safely. It can even be dropped from the sky right in position with the rest of the forces if need be. The Umbra Mobile Shield Generator is also equipped with a few light weapons to keep enemy troops at distance and prevent them from shutting down the shield to easily. It's also capable of withstanding most light canon shells and blasts.
Umbra Mobile Shield Generator: BS: 4, Armor: F: 12, S: 12, R: 10, HP: 3 pts: 160 per model
equipment: Umbra Shield, two turret mounted Hot-Shot Volleygun
Umbra Shield: This rare design of shield generator can be used in two fashion. It can either project a camouflage field or a protective barrier. At the beginning of each round, select one of the two setting. If you choose the first one, the shield affects all units, including the shield itself, within 18" and grants the Special Rule Shrouded. If you choose the second one, it affects all units, including the shield itself, within 6' and provides a 5+ invulnerable save. The effect of multiple shield generator overlapping don't stack.
Special Rule: Deep Strike, Heavy, Skimmer
Unit Composition: 1 (Vehicle)
Option:
can take an Aer Guidance System for (10 pts)
can replace the Hot-Shot Volleygun for Hot-Shot Multilaser for (20 pts)
Clypeus Mobile Battery
Spoiler:
The Clypeus Mobile Battery is a small, but very efficient short range missile battery. Its equipped with various missile designed for destroying every kind of enemy that a small regiment of Scions might otherwise struggle to defeat even with air support. It was designed to provide support in the rare situation where the Scions are holding an objective or are fighting a rearguard action. Their small size and weigth allow them to be deployed via Grav-chute where they are the most needed and disassembled after the battle in short order. The only problem is that the strength of those missile, while impressive, isn't as great as other weapons of the sort deployed by the Astra Millitarum and the limited ammunition they possessed. The Scion in charge of the Clypeus knows how to make them count the most. Sometime, the destruction of a few key unit is all that is needed to stop an enemy assault long enough for the rest of the Scions to counter attack.
Clypeus Mobile Battery: BS: 4, Armor: F: 11, S: 11, R: 10, HP: 2 pts: 100 per model
equipment: 4 Firestorm Missile, 1 Hot-Shot Volleygun,
Special Rule: Fixed Battery, Light Artillery, Split Fire, Deep Strike, Open-Top
Fixed Battery: Once deployed, the Clypeus Mobile Battery are actually immobile and cannot be moved for the rest of the game. While they are usually deployed in small group, they can operate and be deployed independantly from one another. They do not respect the rules of vehicle squadrons. A Clypeus Mobile Battery cannot hold or contest an objective.
Light Arillery: The Clypeus Mobile Battery targetting system aren't performant enough to shoot all of its payload in a single salvo even in the best circomstances. It can only fire up to two weapons during a normal round, but can aim them at different targets. On the turn it Deep Strike, it can only fire a single weapon.
Unit Composition: 1-3 (vehicle, deploy independantly)
Option:
the four Firestorm missile can be replace for any number between one to four of the following missiles: Caducus Missile and Giant Slayer Missile for free.
can take upgrades in the Armory of the Progenium
Lords of War
Magnus and Varen Krassus, commanders of the 55th Kappic Eagles
Spoiler:
The Krassus brothers are probably the most famous and decorated members of the Ordo Tempestus of hte last 3000 years. Both of them have shown all the qualities that every Scion and Commissar should have and applied them on the battlefield. Record says that they are distant relatives of Lord Solar Solon, one of the brightest general of the Imperium after Macharius himself. Both of them quickly distinguished themselves in their Scholam and were quickly put in command position. At the beginning of their carrier, both brothers were fighting seperatly. Magnus Krassus was the Tempestor Prime, one of the youngest in history, of the 55th Kappic Eagles while is brother Varen was serving in various other regiments of the Millitarum Tempestus as Commissar and than Commissar Lord. Both of them quickly accumulated feats of heroism and commandation. Magnus greateast victory was his sabotage destruction of a massive ork Kill Cruiser before it could reach a few Agri-World, saving them from destruction and the entire sector from famine. Varen managed to extract a traitor Governor from a world invaded by Tyranids and extract a regiment of brave Catashan at the same time. Later, Magnus was credited with the death of a Biel-Tan Autarch during a raid against an Imperial research facility. Varen, was further known for killing a small, but rising Chaos Lord before he could retrieve a burried daemon engine. It's only a recent event, the onset of the 13th Black Crusade, that saw the two brothers reunited. While they haven't seen each other for decades, they still possess this incredible bond and coordination that made them so united and performant in the Scholam. Their early and incredible victories against the forces of Chaos attest to the wise decision of reuniting the two best commanders in a single regiment and use them both as a great symbol and precise blade to strike at the enemy's vital.
equipment Varen: Carapace Armor, Plasma Pistol, The Solar Sword, Refractor Field, Frag, Krak, Haywire and Defensive grenades
Special Rule Magnus: Scion, First Officer, Voice of Command, Scion, Precision Shot, Split Fire, Weapon Master, Move Through Cover, Deep Strike, Independent Character, Twin Command
Special Rule Varen: Scion, Stubborn, Aura of Discipline, Officer, Voice of Command, Deep Strike, Independent Character, Summary Execution, Twin Command
First Officer: The Krassus brothers are almost peerless officers amongs the Millitarum Tempestus. They can give two orders per turn instead of one. A single squad cannot be given two different orders a turn.
Twin Command: The Krassus brothers are always in perfect harmony on hte battlefield. Each of them knows exactly how the other will react. They always are completing each other perfectly. Both of them are considered automaticaly the warlord of your army. Both of them need to be killed to receive the victory point associated with slaying the warlord of the enemy and you can use the warlord traits of both characters at the same time. Furthermore, should both of them be in the same squad, the range of their orders is increased to 24' and the Aura of Discipline of Varen Krassus increse to 12' for there is something heroic to see them both fighting side by side.
Unit Composition: 2 (unique independant character, can be deployed individualy)
The Star-Shot Lasgun: An ancient prototype dating from the last days of the Great Crusade that could never be replicated. It was gifted to the Ordo Tempestus by the Fabricator of Mars as a mark of honor. It fires beems of plasma at fast speed, but lower power than traditionnal plasma weapon. It has proven to be safer, but in the hands of Magnus Krassus, it's a fearsome weapon. Range: 24, S: 5, AP: 2, Assault 2
The Solar Sword: Believed to be the sword of Warmaster Solon himself, Varen Krassus received it as part of his inheritence as a distant relative of the Warmaster and as a reward for his multiple act of heroism. It's one of the finest blade in the arsena of the Millitarum Tempestus. Range: -, S: +1, AP: 2, Mastercrafted.
Adaptive Armor: Transform a single penetrating hit into a glancing hit (10 pts)
Camo Netting: Give the vehicle the Special Rule Stealth, ground vehicle only (10 pts)
Counter Measure System: Give the Vehicule a 4+ cover save for a single round per game as lures and flares are shot form the vehicle, air vehicule only (10 pts)
Self Repair System: The vehicule possess a rare system that allows it to repair itself of even serious damage over time. Should the vehicule be immobilised it can lose this status on a roll of 6+. It can also restore a weapon destroyed or a lost hull point in the same way. (15 pts)
Relic Plating: Grant the vehicule and the unit onboard the Special Rule Adamantine Will, transport vehicle only (5 pts)
Augury Array: Gives the Interception Special Rule to all infantry units within 12' of the vehicle. (15 pts)
High Power transmitter: Allows an officer to give orders from inside the vehicule, trasnport vehicle only (10 pts)
Tempestus Scions Heirloom
Spoiler:
The Blade of Terra: These Two-Handed power swords were once carried by the highest ranking officers of the Solar Auxilia. These relics were tranfered to the Ordo Tempestus after the Reign of Blood and are carried by a few privileged Commissar Lords and Tempestor Prime. Range: -, S: +2, AP: 2, Require Two-Hands. (20 pts)
The Gauntlet of Avitius: These gauntlets were hand crafted by a genius Techpriest for the Tempestor Prime Avitius who saved his life. These gauntlets were designed to be the perfect firing aids thanks to recoil compensators, auto-sense and a sophisticated machine spirit that link itself to the tactical helmet of the bearer. It allows the bearer to increase the range of all his weapon by 6' and allows him to fire overwatch at full Ballistic Skill. (25 pts)
The Armor of the Dragon: An ancient suit of blessed Carapace Armor with a integrated power field, legend says it was crafted by Vulkan himself for a Solar Auxilia commander he would have loved. Studies on the armor seems to indicate its of too recent design for it to be true, but the legend remains very popular. The quality of the armor would make Vulkan himself proud though. It's a suit of Carapce Armor that grants an armor save of 3+ and an invulnerable save of 4+ to the bearer. (30 pts)
The Star of Terra: The highest decoration a man or woman can possibly receive. The berarer of the Star of Terra are all mighty hero and there is an incredible prestige associated with it. The bearer of this decoration has a bonus of +1 to his Leadership and the Adamantium Will Special Rule. In addition, as long as he lives, all units within 6' gain a bonus of +1 in Attack and score an extra point when it comes to combat resolution. This bonus stacks with that of a Platoon Standard. (45 pts)
The Heart of the Sun: A sophisticated plasma pistol carried by a famous Commissar Lord. This powerful weapon was used in many glorious engagements and was most famously known for scarring a monstruous and unstoppable Carnifex. Range: 12, S: 8, AP 2, Pistol, fire twice a round, Get's Hot (25 pts)
The Messenger of Heaven Vox System: An old Vox System found in a lost colony. It can carries instruction at a greater range than any other of its kind. The few officers who have been blessed with such a device, can issue orders at incredible range without fear of having their message lost or intercepted. This Vox System allows all units within 24' to receive orders from the bearer of this Vox System and use his Leadership for their moral tests. (25 pts)
Tempestus Scions Arsenal
Spoiler:
Aer Grav-Chute: A sophisticated grav-chute system modified for combat use. It lends tremendous mobility to the wielder. It allows the wielder to move like if he had a Jet Pack.
Aer Guidance System: A sophisticated sensor device that is used for more pinpoint navigation, especially during Grav-Chute jumps. It grants the Special Rules Acute Sense and Precise Jump
Auxiliary Grenade Launcher: A grenade launcher attachment that allows to fire grenades at great distance with precision. It allows the wielder to fire a single grenade of all the type he owns per game like if he had a grenade launcher with a range of 18'.
Clarion Vox System: A powerful and secure vox system integrated in the helmets of officers. It allows all Scion unit to use the Leadership of their officers with 18' of them.
Clarion Vox System Relay: A heavier pack that enhance the vox system of the Scions and secure their communication further. It allows Scions to re-roll failed Leadership tests
Medic Kit: A complete first aid kit for field surgeries. It grants the entire squad who has it the Feel No Pain (5+) Special Rule
Mine Field: An area where hidden explosive awaits for an enemy unit to pass to detonate when they trigger their sensors. Any enemy unit who enter the area of the mine field suffer 2d6 Strength 4 AP: - hits. Vehicle are attacked on their Side armor. After the hits are resolved, the mine field is removed.
Platoon and Regimental Standard: A banner of the Millitarum Tempestus. It's rarely carried on the battlefield, but is a potent symbol of courage and unity. It grants a bonus of 1 in Leadership to all units within 6' and grants the unit who wields it a bonus of +1 in attack and they count as scoring an extra casualty during close combat. Units with Platoon and Regimental Standards cannot have the Stealth Special Rule.
Camocloak. A cloak that mimic the environment surrounding it to provide superior camouflage. It grants the Stealth Special Rule or Conceal if the Model already has it.
Power Shield: A Medium sized shield with an integrated power field that provides great protection to the wearer. It grants the wielder a 4+ invulnerable save, but requires a hand to use it and doesn't grant an bonus attack for wielding two weapon in close combat.
Precision Magnocular: A sophisticated set of magnocular designed to assist long range fire. The model with this item can use it instead of shooting, granting the squad an extra 12' in range with its weapon and a bonus of +1 to their Ballistic Skills.
Refractor Field: A personal power field used by key officers. It's light and rather efficient. . It grants a 5+ invulnerable save to the model.
Targetter: A targeting assistance device that allow Scions to use their shot more efficiently. The model with this item can use it instead of shooting, granting the squad the Special Rules Precision Shots and Split Fire.
Hot-Shot Laspistol: A sophisticated, precise and high power lasweapon use for close range: Range: 9, S: 3, AP: 3, Pistol
Hot-Shot LasSMG: A sophisticated, precise and high power lasweapon with a tremendous fire rate. It's short enough to be wielded with one hand but has a collapsible stock: Range: 9, S: 3, AP: 3, Pistol, fires four times per turn
Hot-Shot Lasgun: A sophisticated, precise and high power lasweapon designed for medium range combat Range: 15, S: 3, AP: 3, assault 2
Hot-Shot Volleygun: A sophisticated, precise and high power lasweapon designed for suppressive fire Range: 24, S: 4, AP: 3, Assault 3
Hot-Shot Longlas: A sophisticated, precise and high power lasweapon designed for suppressive fire Range: 48, S: X, AP: 3, Heavy 1, Sniper
Hot-Shot Multilaser: A sophisticated, precise and high power lasweapon designed to tackle light vehicle Range: 30, S: 6, AP: 2, Heavy 3
Flamer: A standard flame weapon. range: template, S: 4, AP: 5, Assault 1, flamer
Meltagun: A short range anti-tank weapon using an incredibly powerful heat ray: range: 12, S: 8, AP: 1, Assault 1, melta
Multimelta: A larger, more powerful version of the Meltagun: range: 24, S: 8, AP: 1, Heavy 1, melta
Plasma Pistol: A sophisticated, rare and dangerous pistol that fires a ball of superheated plasma at its target: range 12, S: 7, AP: 2, Pistol
Plasma Gun: A sophisticated, rare and dangerous rifle that fires a ball of superheated plasma at its target: range 24, S: 7, AP: 2, Rapid Fire
Grenade Launcher Frag: A rifle specialised in the propulsion of grenades at fast pace and long range. range: 24, S: 3, AP: 6, Assault 1, blast
Grenade Launcher Krak: A rifle specialised in the propulsion of grenades at fast pace and long range. range: 24, S: 6, AP: 4, Assault 1
Grenade Launcher Haywire: A rifle specialised in the propulsion of grenades at fast pace and long range. range: 24, S: 3, AP: -, Assault 1, haywire
Grenade Launcher Defensive: range: A rifle specialised in the propulsion of grenades at fast pace and long range. 24, S: 1, AP: -, Assault 1, blast, blind
Bolt Pistol: A sophisticated bolt firing pistol range: 12, S: 4, AP: 5, Pistol
Assault Shotgun: A powerful semi-automatic solid shell weapon designed to cause extreme damage at short range range: 12, S: 4, AP: -, Assault 3
Storm Bolter: A rare bolt firing light machine gun range: 24, S: 4, AP: 5, Assault 2
Heavy Bolter: A famous bolt firing heavy machine gun range: 36, S: 5, AP: 4, Heavy 3
Autocanon: A light canon with a high fire rate range: 48, S: 7, AP: 4, Heavy 2
Lascanon: A light canon who fires a devastating lasbolt range: 48, S: 9, AP: 2, Heavy 1
Taurox Gatling Canon: A light canon that fires a stupendous amount of high caliber bullets range: 24, S: 4, AP: 6, Heavy 10
Taurox Light Battle Canon: A light and reliable battle canon range: 60, S: 7, AP: 4, Heavy 1, blast
Taurox Missile Launcher Krak: A heavy and sophisticated missile launcher system range: 48, S: 8, AP: 3,Heavy 2
Taurox Missile Launcher Frag: A heavy and sophisticated missile launcher system range: 48, S: 4, AP: 6, Heavy 2, blast
Taurox Missile Launcher Flak: A heavy and sophisticated missile launcher system range: 48, S: 7, AP: 4, Heavy 2, skyfire
Hellstrike Missile: A powerful and dangerous missile range: 72, S: 8, AP: 3, heavy 1, large blast, one use only
Rocket Pod: A pod of multiple small explosive rocket designed to shred infantrie range: 24, S: 4, AP: 6, heavy 1, large blast
Firestorm Missile: A powerful incendiary missile design to melt enemy troops away despite cover. range: 9-60, S: 5, AP: 4, Heavy 1, large blast, ignore cover, pinning, barrage
Caducus Missile: A precise and efficient cluster missile design to destroy aircraft with ease. range: 60, S: 8, AP: 2, Heavy 3, skyfire
Giant Slayer Missile: A powerful melta charged missile designed to destroy heavily armored vehicle. range: 9-60, S: 8, AP: 1, Heavy 1, blast, armorbane, pinning, barrage
Power Sword: A famous weapon equipped with a powerfield capable of cutting through armor and flesh with ease range: -, S: -, AP: 3
Power Maul: A famous weapon equipped with a powerfield capable of cutting through armor and flesh with ease range: -, S: +2, AP: 4, concussive
Power Spear: A famous weapon equipped with a powerfield capable of cutting through armor and flesh with ease range: -, S: -/+1, AP: 4/3, the second profile is applied when the unit charges
Shock Sword: A sword equipped with a light powerfield designed to stun and paralyse the enemy, exposing him to an easy killing blow range: -, S: +2, AP: 6, concussive
One thing I'm going to suggest: Drop the refractor field from the basic equipment and add it back as an optional purchase (with appropriately adjusted points cost)
Yes many people would still buy it anyway but some people (me included) would prefer a cheaper character especially as his T of 3 is likely to mean any failed save will likely cause him ID
One thing I'm going to suggest: Drop the refractor field from the basic equipment and add it back as an optional purchase (with appropriately adjusted points cost)
Yes many people would still buy it anyway but some people (me included) would prefer a cheaper character especially as his T of 3 is likely to mean any failed save will likely cause him ID
Agreed on that point. He is a bit pricey barebone like that. I will change it immediatly with a few other adjustment.
For those wondering, I will not change his BS back to 5. Veridyan, a canoness has BS 7 and, in my version, regular canoness had WS 6. They make a nice mirror to Space Marine Captain, and Space Marine in general, who are much knightly and focus on close combat. It's a lot, but Scions are at peak of human efficiency and have lots of tools to assist their accuracy, thus I don't think it's this far fetched. L it I would also say that a BS 6 doesn't provide as much advantages as a WS 6.
Scions are the peak of human efficiency?
Cute, because Captains are the peak of the peak of post-human efficiency.
If you ask me his BS should be worse than a Captain, but I appreciate that the 1-10 stat system doesn't allow that as BS4 would be too low.
But in general I don't think you should be inventing dozens of new things when things already exist to fill that role. Where possible take the already existing and tweak it imo.
For example 'Foedus Rover Squadrons' why not just use Taurox?
Sniper Scions are pretty cool, as would melee Scions. But can't normal Scions already exchange their HS-lasguns for CCWs?
Do you need a Victory class Valkyrie? Why? You have the Vendetta, why not add the Vulture.
What exactly will Ignis scions be? Special Weapons teams.
You need to be careful though that you don't step on the Elysian or D-99's toes if you're using things like Vultures.
Commissar Lords BS can match a Captain BS, so post human doesn't mean outside of reach of well trained veterans, and since they'd focus more on shooting, it makes sense
Bobthehero wrote: Commissar Lords BS can match a Captain BS, so post human doesn't mean outside of reach of well trained veterans, and since they'd focus more on shooting, it makes sense
How much better can a human (current life span ~100yrs) be than a space marine (current life span indefinite)
Normally an average trained human is BS 3, an average trained space marine is BS4
A well very trained human is BS4, a very well trained space marine is BS5
I'm cool with an extremely well trained human reaching BS5, but as someone already mentioned, BS6 puts him on par with the best fething shot in the toilet seat boys.
kirotheavenger wrote: Scions are the peak of human efficiency?
But in general I don't think you should be inventing dozens of new things when things already exist to fill that role. Where possible take the already existing and tweak it imo.
For example 'Foedus Rover Squadrons' why not just use Taurox?
Taurox are transport Vehicule, Foedus Rover aren't. They are small, overgunned scout vehicule that operate in squadron. Thus, they don't fill the same role on the battlefield, neither would they really look alike. In that regard they are more simillar to Ork Buggy or Land Speeder than Taurox
Do you need a Victory class Valkyrie? Why? You have the Vendetta, why not add the Vulture.
What exactly will Ignis scions be? Special Weapons teams.
In simple term it will be squad that will combine the stealth of the Scions Snipers with the firepower of a Special Weapon Team and a better close combat capacity than standard Scions all of this will come at a high price though.
Vicotry class Valkyrie will serve more as air superiority fighter than transport. It will also be cheaper than the rather pricey Vendetta. Scions, in my opinion, should have a lot of airborn unit and should could on airial superiority to win.
One thing I'm going to suggest: Drop the refractor field from the basic equipment and add it back as an optional purchase (with appropriately adjusted points cost)
Yes many people would still buy it anyway but some people (me included) would prefer a cheaper character especially as his T of 3 is likely to mean any failed save will likely cause him ID
Agreed on that point. He is a bit pricey barebone like that. I will change it immediatly with a few other adjustment.
For those wondering, I will not change his BS back to 5. Veridyan, a canoness has BS 7 and, in my version, regular canoness had WS 6. They make a nice mirror to Space Marine Captain, and Space Marine in general, who are much knightly and focus on close combat. It's a lot, but Scions are at peak of human efficiency and have lots of tools to assist their accuracy, thus I don't think it's this far fetched. L it I would also say that a BS 6 doesn't provide as much advantages as a WS 6.
Your point is flawed. Veridyan is a special character, and is right to be unique as thus. I have no issue with an obviously blessed unique character having high stats. That's part of what makes them unique.
Your Tempestor Prime? Not so. There are possibly more Tempestor Primes in the galaxy than there are probably Space Marines, let alone Captains. Just calculating the bare minimum of canon Scion regiments that exist (found on Lexicanum), we get 6082 Tempestor Primes, assuming of course that there is at least one Tempestor Prime per Scion Regiment. That may be higher. And that's just the canon ones recorded - and I'm fairly sure that there are more than 9 Regiments of Iotan Gryphonnes.
So, I think it's reasonable to assume that we could easily have a LOT of Tempestor Primes running around.
And yet your "average" unnamed Tempestor Prime, at peak human efficiency and with possible targeters, is as good a shot as the best recorded Space Marine marksman, who has all the Astartes implants, equipment of worthy of a First Founding Chapter, and centuries of experience? Sorry, I don't buy it.
We can eliminate targeters as a reasoning, because Space Marines would have targeters of a similar quality, if not better, so the only determining factor comes to skill. Skill which a Space Marine, an already peak-performance human before boosted to demi-godly tier with implants, has honed over centuries. Compared to just the peak-performance human and decades of experience?
BS6 and WS6 have equal benefits - depending on what the character is armed with. BS6 is useless if you're holding a laspistol. WS6 is useless if you have a chainsword, and have a low base strength. See here, ranged weapons have a base strength, which means that BS is the only thing on the statline that affects you. With WS, you need:
High WS High S
High I, or a high T or save, if you want to survive to strike.
Yes, a high WS makes it harder for others to hit you, but only slightly.
With a Tempestor who has a squishy human statline for S and T, they clearly aren't built for close combat. Therefore, BS is the logical choice for a god-stat. With a Space Marine Captain, they could perform admirably at both, boasting both a high WS and BS. A big reason why Captains aren't used as firebases is the lack of a good weapon to use for it. The only decent option that's not putting the Captain at risk of being charged is the Primarch's Wrath.
Sorry, I meant Tauros. Basically a buggy mounting a heavy flamer or multilaser
You get heavy weapons Tauros Venator versions as well. Mounting a TW-lascannon.
Your Victory Pattern Valkyrie sounds exactly like a slimmed down Vendetta if it's a smaller capacity designed for air superiority.
Why do you need 2 aircraft doing exactly the same thing?
Maybe instead of adding entire unique aircraft, why not add some unique upgrades to represent the elite status of the Tempestus?
Such as Reinforced Armour (+AV), or being able to mount autocannons, or lascannons or whatever on your fliers.
What's the logic behind of Ignis troopers? ''Hey let's a unit with the best bits of the entire codex''?.
You've got heavily armoured melee troops (I'm assuming these would be power armoured?) and stealthy troops, I think they would be better as just special weapons troops.
Speaking of heavily armoured guys, why not make them assault troops instead of just melee troops. So the choice of melee weapons or shotguns or something.
Elysian Drop Troops are essentially paratroopers.
100% flyer type stuff. They use some small vehicles which are all air lifted.
D99 are essentially genehanced elite Elysians. They have dedicated sniper and special weapons teams.
If you're going for a airbourne Tempestus force that sounds a lot like D99 + HS-lasguns.
Your Tempestor Prime? Not so. There are possibly more Tempestor Primes in the galaxy than there are probably Space Marines, let alone Captains. Just calculating the bare minimum of canon Scion regiments that exist (found on Lexicanum), we get 6082 Tempestor Primes, assuming of course that there is at least one Tempestor Prime per Scion Regiment. That may be higher. And that's just the canon ones recorded - and I'm fairly sure that there are more than 9 Regiments of Iotan Gryphonnes.
So, I think it's reasonable to assume that we could easily have a LOT of Tempestor Primes running around.
And yet your "average" unnamed Tempestor Prime, at peak human efficiency and with possible targeters, is as good a shot as the best recorded Space Marine marksman, who has all the Astartes implants, equipment of worthy of a First Founding Chapter, and centuries of experience? Sorry, I don't buy it.
We can eliminate targeters as a reasoning, because Space Marines would have targeters of a similar quality, if not better, so the only determining factor comes to skill. Skill which a Space Marine, an already peak-performance human before boosted to demi-godly tier with implants, has honed over centuries. Compared to just the peak-performance human and decades of experience?
Where I do see some problem is that it implies that Space Marine live longer than humans which is dubious at best. Rejuvenat treatment is common amongst nobles and officers. Scions and Tempestor Prime being both can be centuries old without any problem. Thus experience is a moot point. Training is also a moot point considering that Scion training is about as difficult and rigorous as that of Space Marines. It involve real combat, starts from the age of 6, is given by experimented trainers and is composed of multiple deadly tests. Space Marines Captain are in the top 1 tier out of a 100 of all Space Marines. Tempestor Prime in the top 1 tier out of a 1000 Scions. Thus, in terms of proportion, there is a lot more Space Marine Captain than Tempestor Prime. Finally, Space Marine captain have little option of range weapons, amongst other thing, because they are expected to fight like feudal knights not like modern soldiers or Skirmshers. They lead from the front. Tellion is a sniper. He uses no target aid since he doesn't have a power armor or a tactical helmet. He fires a bolter which is probably a much more difficult weapon to fire than a Hot-Shot Lasgun which has almost no recoil and is isn't affected as much by various battlefield condition like heavy rain, wind or intense gravity. I would say that Tellion is better than a Tempestor Prime, but that a scale of 1 to 10 doesn't allow us to represent it faithfully. Yet I do think that a man or woman specialised in range combat will be better with time than a man specialised in close combat in range combat, especially if the former has as much time and comes form a bigger pool of recruits than the later.
Also, as far as targeters goes, Stormtroopers used to have rules regarding their targeters, SM's? Not so much, it stands to reason that the Stormtroopers targeters were actually worth considering
kirotheavenger wrote: Sorry, I meant Tauros. Basically a buggy mounting a heavy flamer or multilaser
You get heavy weapons Tauros Venator versions as well. Mounting a TW-lascannon.
Your Victory Pattern Valkyrie sounds exactly like a slimmed down Vendetta if it's a smaller capacity designed for air superiority.
Why do you need 2 aircraft doing exactly the same thing?
Maybe instead of adding entire unique aircraft, why not add some unique upgrades to represent the elite status of the Tempestus?
Such as Reinforced Armour (+AV), or being able to mount autocannons, or lascannons or whatever on your fliers.
What's the logic behind of Ignis troopers? ''Hey let's a unit with the best bits of the entire codex''?.
You've got heavily armoured melee troops (I'm assuming these would be power armoured?) and stealthy troops, I think they would be better as just special weapons troops.
Speaking of heavily armoured guys, why not make them assault troops instead of just melee troops. So the choice of melee weapons or shotguns or something.
Elysian Drop Troops are essentially paratroopers.
100% flyer type stuff. They use some small vehicles which are all air lifted.
D99 are essentially genehanced elite Elysians. They have dedicated sniper and special weapons teams.
If you're going for a airbourne Tempestus force that sounds a lot like D99 + HS-lasguns.
I don't know the stats of the Tauros neither was I aware of its existence three minutes ago.
Ignis Troopers are the Scion Equivalent to the Sternguard Veteran. Better than tactical marine at everything, but ot by all that much, but worse than true specialist in a specific domain.
Let me right down my stuff before going into the details because, even now, its hard for me to evaluate all of your points as they deserve.
I've never heard of a human being hundreds of years old.
Oldest human I've heard of was I think a Lord General who was 120yrs, and that's a Lord General, promoted well above a Tempestus Prime (who would be what, like a colonel?)
The rules for Tauros are in Imperial Armour 3, the Taros Campaign. Second edition is most up to date.
D99 rules are in IE4, the Anphelion project.
If you look you can find them if you all you want is a quick look.
Tauros is just a 10/10/10 fast vehicle, Venator gets 11 on the front.
I can get behind that for Ignis Troopers.
Don't overcook it though.
Yeah I appreciate not to get into the nitty gritty, I'm just making presumptions of what things might be like. Feel free to prove me wrong though
Your Tempestor Prime? Not so. There are possibly more Tempestor Primes in the galaxy than there are probably Space Marines, let alone Captains. Just calculating the bare minimum of canon Scion regiments that exist (found on Lexicanum), we get 6082 Tempestor Primes, assuming of course that there is at least one Tempestor Prime per Scion Regiment. That may be higher. And that's just the canon ones recorded - and I'm fairly sure that there are more than 9 Regiments of Iotan Gryphonnes. So, I think it's reasonable to assume that we could easily have a LOT of Tempestor Primes running around.
And yet your "average" unnamed Tempestor Prime, at peak human efficiency and with possible targeters, is as good a shot as the best recorded Space Marine marksman, who has all the Astartes implants, equipment of worthy of a First Founding Chapter, and centuries of experience? Sorry, I don't buy it. We can eliminate targeters as a reasoning, because Space Marines would have targeters of a similar quality, if not better, so the only determining factor comes to skill. Skill which a Space Marine, an already peak-performance human before boosted to demi-godly tier with implants, has honed over centuries. Compared to just the peak-performance human and decades of experience?
Where I do see some problem is that it implies that Space Marine live longer than humans which is dubious at best. Rejuvenat treatment is common amongst nobles and officers.
But rarely are they at combat effieciency. Inquisitors get that level of juvenant treatment, but a commanding frontline officer? Not to mention that juvenent treatments don't make one any more resilient to the weariness of age - it just prolongs life to an essential level - no more power in frontline combat. The best juve treatments also rarely last beyond 400 years - a Space Marine can hit that point easily without any need for them. Juvenants *could* let a Tempestor Prime live longer, but they will still lose effectiveness and ability, and they are still very squishy and relatively easy to kill compared to a Space Marine. A Space Marine won't lose any combat effectiveness over 400 years, and is noticeably harder to maim and kill.
Scions and Tempestor Prime being both can be centuries old without any problem. Thus experience is a moot point.
Can you give me a source for Scions and their commanders being centuries old and working at full operational efficiency?
Training is also a moot point considering that Scion training is about as difficult and rigorous as that of Space Marines.
Really? So how come Scions have: Lower Leadership Lower Weapon Skill Lower Initiative?
It involve real combat, starts from the age of 6, is given by experimented trainers and is composed of multiple deadly tests.
Which still creates inferior soldiers to Space Marines. They may have equal (or slightly worse) training than Astartes, but they don't have anything to compensate for the genetic enhancements.
Space Marines Captain are in the top 1 tier out of a 100 of all Space Marines. Tempestor Prime in the top 1 tier out of a 1000 Scions. Thus, in terms of proportion, there is a lot more Space Marine Captain than Tempestor Prime.
Absolutely not. Firstly, let's address if we're talking about skill, or rarity.
Skill: No. A Space Marine is worth multiple Scions - possibly around 3, higher if we're looking at other depictions of Astartes. Without weaponry and armour, it stacks further on the Space Marine's side. A Captain is one of the twelve finest men in his Chapter (Chapter Master and Chapter Champion), being better than all the other 988 Astartes, who may be Veterans, Champions, Sergeants, regular Battle Brothers (who can take on three time their number in Scions).
A Tempestor Prime (assuming that there is only one Prime per Regiment) is the strongest human out of 1000 human tier Scions. Elite as they are, there is little difference between Scion combat ability. Therefore, they are the strongest human out of 1000 other humans.
Seeing as a human is inherently weaker than an Astartes, it would stand to reason that a strong human is weaker than a strong Astartes, especially given the lack of scaling within Scion ranks.
Rarity: There are 1000 Chapters, with roughly 1000 Space Marines in them. Ten of these Space Marines are Captains. This means that 10 Captains times 1000 Chapters leaves us with 10000 Captains.
If we assume that there is only one Tempestor Prime per Regiment (which I find unlikely, given the way the army is built, but still), then we just have to count how many Scion regiments there are canonically. Canonically, there exists 6082 Scion Regiments, at least. And presuming that there are more than just 9 Regiments of Iotan Gorgonnes, or just 55 Regiments of Kappic Eagles, and more like the 133 Lambdan Lion Regiments, we can safely say that there could easily be far more than 10000 Regiments of Scions.
If there is just one Prime per Regiment, then that's still far more Primes than Captains.
Finally, Space Marine captain have little option of range weapons, amongst other thing, because they are expected to fight like feudal knights not like modern soldiers or Skirmshers.
And what ranged weapons does a Tempestor Prime have? Oh - pistols and a wide range of melee weaponry. No rifles or longer ranges weaponry canonically: CQC weapons. Not really like a modern army.
They lead from the front.
As is typical of pretty much EVERY army in 40k. Even your Scion leaders: if they were like a modern leader, they would be far behind friendly lines, directing the attack from afar. Not getting so close as to be in a challenge with the enemy leader.
40k embraces the idea of combats, of duels and leader fighting leader in the centre of the battleground. It's why practically every squad sergeant is armed with a pistol and sword rather than another rifle.
Tellion is a sniper. He uses no target aid since he doesn't have a power armor or a tactical helmet.
He does have a device on his eye that may be a targeter. And if I model my Tempestor Prime without a helmet or bionic eye, do I lose BS? Interesting...
He fires a heavily modifiedbolter which is probably a much more difficult weapon to fire than a Hot-Shot Lasgun which has almost no recoil and is isn't affected as much by various battlefield condition like heavy rain, wind or intense gravity.
So how come a hot-shot lasgun has far lower range than a bolter, let alone Telion's? And what if my Tempestor is holding a bolt pistol or plasma pistol? Do I lose my BS bonus? Does that mean that if I take a meltagun or plasma gun on my Scions, they lose a point of BS because they aren't hot-shots?
I would say that Tellion is better than a Tempestor Prime, but that a scale of 1 to 10 doesn't allow us to represent it faithfully.
Agreed. I believe a Captain is a better shot than a Tempestor Prime, but BS4 would be too low for a Tempestor Prime. BS5 will do.
Yet I do think that a man or woman specialised in range combat will be better with time than a man specialised in close combat in range combat, especially if the former has as much time and comes form a bigger pool of recruits than the later.
The former is also more likely to be killed off (leaving a "recruit" with less experience), suffers from human aging and eyesight problems which cannot be stymied fully by juvenant treatments, and isn't genetically engineered to beyond normal human levels.
A Captain has also served in every aspect of the Space Marine Chapter - they are experts in every field of combat because they have advanced through each one and survived. They have no specialisation beyond leading their company.
Your Tempestor Prime? Not so. There are possibly more Tempestor Primes in the galaxy than there are probably Space Marines, let alone Captains. Just calculating the bare minimum of canon Scion regiments that exist (found on Lexicanum), we get 6082 Tempestor Primes, assuming of course that there is at least one Tempestor Prime per Scion Regiment. That may be higher. And that's just the canon ones recorded - and I'm fairly sure that there are more than 9 Regiments of Iotan Gryphonnes.
So, I think it's reasonable to assume that we could easily have a LOT of Tempestor Primes running around.
And yet your "average" unnamed Tempestor Prime, at peak human efficiency and with possible targeters, is as good a shot as the best recorded Space Marine marksman, who has all the Astartes implants, equipment of worthy of a First Founding Chapter, and centuries of experience? Sorry, I don't buy it.
We can eliminate targeters as a reasoning, because Space Marines would have targeters of a similar quality, if not better, so the only determining factor comes to skill. Skill which a Space Marine, an already peak-performance human before boosted to demi-godly tier with implants, has honed over centuries. Compared to just the peak-performance human and decades of experience?
Where I do see some problem is that it implies that Space Marine live longer than humans which is dubious at best. Rejuvenat treatment is common amongst nobles and officers. Scions and Tempestor Prime being both can be centuries old without any problem. Thus experience is a moot point. Training is also a moot point considering that Scion training is about as difficult and rigorous as that of Space Marines. It involve real combat, starts from the age of 6, is given by experimented trainers and is composed of multiple deadly tests. Space Marines Captain are in the top 1 tier out of a 100 of all Space Marines. Tempestor Prime in the top 1 tier out of a 1000 Scions. Thus, in terms of proportion, there is a lot more Space Marine Captain than Tempestor Prime. Finally, Space Marine captain have little option of range weapons, amongst other thing, because they are expected to fight like feudal knights not like modern soldiers or Skirmshers. They lead from the front. Tellion is a sniper. He uses no target aid since he doesn't have a power armor or a tactical helmet. He fires a bolter which is probably a much more difficult weapon to fire than a Hot-Shot Lasgun which has almost no recoil and is isn't affected as much by various battlefield condition like heavy rain, wind or intense gravity. I would say that Tellion is better than a Tempestor Prime, but that a scale of 1 to 10 doesn't allow us to represent it faithfully. Yet I do think that a man or woman specialised in range combat will be better with time than a man specialised in close combat in range combat, especially if the former has as much time and comes form a bigger pool of recruits than the later.
Your Tempestor Prime? Not so. There are possibly more Tempestor Primes in the galaxy than there are probably Space Marines, let alone Captains. Just calculating the bare minimum of canon Scion regiments that exist (found on Lexicanum), we get 6082 Tempestor Primes, assuming of course that there is at least one Tempestor Prime per Scion Regiment. That may be higher. And that's just the canon ones recorded - and I'm fairly sure that there are more than 9 Regiments of Iotan Gryphonnes.
So, I think it's reasonable to assume that we could easily have a LOT of Tempestor Primes running around.
And yet your "average" unnamed Tempestor Prime, at peak human efficiency and with possible targeters, is as good a shot as the best recorded Space Marine marksman, who has all the Astartes implants, equipment of worthy of a First Founding Chapter, and centuries of experience? Sorry, I don't buy it.
We can eliminate targeters as a reasoning, because Space Marines would have targeters of a similar quality, if not better, so the only determining factor comes to skill. Skill which a Space Marine, an already peak-performance human before boosted to demi-godly tier with implants, has honed over centuries. Compared to just the peak-performance human and decades of experience?
Where I do see some problem is that it implies that Space Marine live longer than humans which is dubious at best. Rejuvenat treatment is common amongst nobles and officers. Scions and Tempestor Prime being both can be centuries old without any problem. Thus experience is a moot point. Training is also a moot point considering that Scion training is about as difficult and rigorous as that of Space Marines. It involve real combat, starts from the age of 6, is given by experimented trainers and is composed of multiple deadly tests. Space Marines Captain are in the top 1 tier out of a 100 of all Space Marines. Tempestor Prime in the top 1 tier out of a 1000 Scions. Thus, in terms of proportion, there is a lot more Space Marine Captain than Tempestor Prime. Finally, Space Marine captain have little option of range weapons, amongst other thing, because they are expected to fight like feudal knights not like modern soldiers or Skirmshers. They lead from the front. Tellion is a sniper. He uses no target aid since he doesn't have a power armor or a tactical helmet. He fires a bolter which is probably a much more difficult weapon to fire than a Hot-Shot Lasgun which has almost no recoil and is isn't affected as much by various battlefield condition like heavy rain, wind or intense gravity. I would say that Tellion is better than a Tempestor Prime, but that a scale of 1 to 10 doesn't allow us to represent it faithfully. Yet I do think that a man or woman specialised in range combat will be better with time than a man specialised in close combat in range combat, especially if the former has as much time and comes form a bigger pool of recruits than the later.
Dubious at best? You're not serious are you?
Like I said earlier, the oldest I've heard for a still largely functional human was 120yrs.
That was a Lord General whom had advanced significantly higher in the ranks than the head of a Regiment.
It is *highly* dubious that mere officers are kept going for *centuries* which is btw the average age of an Astartes. Whom is much harder and tougher to kill than a human, even if both have the same biological life span.
Astartes most certainly have a greater biological lifespan. The Salamander dude that was fused to a chair for 10000 years proves that because it took THAT long to die via atrophy.
Bobthehero wrote: What sort of enhancements are used to make Vindicares BS8, I could see the Imperium offering something similar but not as efficient to their Primes
Got a source for that?
Because there's just as much reason those same enhancements could be offered to Space Marines.
Maybe they're not avaiable to the SM's due to all their previous changes, just being female already prevents someone from becoming a SM, so perhaps they are not compatible.
And no source, just theory. Dawn of War had some sort of muscle enhancements upgrade for the Kasrkins and the D99 detachement has some genetically enhanced guardsmen (making some of their stats similar to SM's)
Well, I got two suggestions to fix the Tempestor Prime problem since the idea of a normal human hero being almost as good as a Space Marine hero is very controversial.
I can propose two stats change. The first one is the following and keeps him as a badass sharp shot, but a much weaker close combat fighter.
The second profile is better. Seriously it makes no sense for a Tempestor Prime to be BS6.
The only models with a BS6+ are either century-old post-human veterans (Telion), humans that have undergone intense modification & training to make them the peak of human physical form (members of the Officio Assassinorum), Daemon Heralds of the gods of War and Excess/Perfection (Khorne/Slaanesh Heralds), Greater Daemons and century to millennia old Eldar who have spent a large part of their life mastering the arts of war and combat.
JNAProductions wrote: More than that, BS 6 is around a 3% improvement over BS 5. Do you care that much about BS 6 that you're willing to twist fluff to make it fit?
I do find the idea of a marksmen hero much more attractive because of its originality than the more powerful and more standard "swordsmen" hero build. Plus, in terms of pure fluff, I can totally see a human marksmen besting a Space Marine champion who mostly specialise in close combat in ranged accuracy. I know it doesn't sit right with most people to have a normal human with a superior stats than a Space Marine and I totally get why. Space Marines are supposed to be better than human at everything (except maybe looking pretty in a dress or fitting in tight spaces). I don't think that the Tempestor Prime should be better at shooting than a Space Marine captain because of some sort of superior talent, but because one specialised in a form of combat while the other did not and despite this, the captain is still almost as good shot as a specialist marksmen who is at the peak of human efficiency, with specialised targetting gear. Space Marines hero would be significantly better marksmen than Scions hero if they weren't so busy turning themselves into mighty swordsmen. Plus, a ballistic skill of 6 explain nicely the very powerul Special Rule Weapon Master.
Considering the overwhelming desire of people on the thread, I did change officialy for the stats of the Tempestor prime for that of the second profile. In the end, the player desire should always overule that of the designer. I hope you will stay around to judge the other units stats since help is always appreciate, especially those of the naysayer.
Dude, the shootiest of the shootiest Chapter Masters don't go above BS6. A normal human simply won't have that kinda training no matter your justification.
You mention being specialised - Sternguard Veterans, the ranged specialists of a Space Marine chapter have no actual bonus over a normal Scout.
A Captain is never made out to be dedicated to melee combat - they are dedicated LEADERS. They train with every weapon, and have trained with every weapon, because they've passed through every rank to do it, spending decades as an assault marine, devastator, tactical etc etc.
It just so happens that in 40k leadership means you're good at smashing things in melee combat.
I'm sorry, but I disagree that specialisation makes a human as good as a master of Space Marine marksmanship.
I'm happy to see you've changed it.
Onto the rest of it: I can't really make comment without a list of equipment and what it does. The mirror cloak and shock sword, for example.
In many entries, you make reference to "you must buy *squad leader* for X points". Why is this an option? Why not just give the unit a flat starting cost, and list the unit composition as " 4 *regular Scions* (Unit Type) and 1 *Scion Leader* (Unit Type (Character))
Sgt_Smudge wrote: In many entries, you make reference to "you must buy *squad leader* for X points". Why is this an option?
I had that comment on another of my Fandex (the Grotvolution Gretchin one). It's purely for layout convenience. I am seriously considering to rename the section upgrade instead of option because of this. I thought it would be simpler to have all the extra you can buy for a squad or character in the same place, including the mandatory one.
As for your question, I will attack officialy the gear section today and tomorrow, but as a sneak peek for you, the mirror cloak is granting the special rule stealth (or conceal if the unit already has stealth) as it mirror surrounding environment. The Shock Sword is a weapon with a powerfield that's design to stun in addition to cut. It gives the weilder a close combat weapon with bonus of +2 in strength and an AP of 6. The power shield gives a 5+ invulnerable save and count as an extra close combat weapon, auspex reduce the scatterdistance when you deep strike by 1d6.
Sgt_Smudge wrote: In many entries, you make reference to "you must buy *squad leader* for X points". Why is this an option?
I had that comment on another of my Fandex (the Grotvolution Gretchin one). It's purely for layout convenience. I am seriously considering to rename the section upgrade instead of option because of this. I thought it would be simpler to have all the extra you can buy for a squad or character in the same place, including the mandatory one.
As for your question, I will attack officialy the gear section today and tomorrow, but as a sneak peek for you, the mirror cloak is granting the special rule stealth (or conceal if the unit already has stealth) as it mirror surrounding environment. The Shock Sword is a weapon with a powerfield that's design to stun in addition to cut. It gives the weilder a close combat weapon with bonus of +2 in strength and an AP of 6. The power shield gives a 5+ invulnerable save and count as an extra close combat weapon, auspex reduce the scatterdistance when you deep strike by 1d6.
Mirror Cloak: So, it's a camocloak? Those grant +1 cover save.
Shock sword: I would have thought it'd be something like a concussive power sword.
Power shield: Why does it count as a CCW? No other shields in the game do that.
Auspex: Normally scanner thingymebobs are carried by a unit on the ground, and negate scatter for a unit deep striking within X inches (normally 6). The fluff for deep striking Tempestus is that they're doing a HALO jump right? If you want it to have that effect why not call it 'vectored grav chutes' or something.
Mirror Cloak: So, it's a camocloak? Those grant +1 cover save.
Shock sword: I would have thought it'd be something like a concussive power sword.
Power shield: Why does it count as a CCW? No other shields in the game do that.
Auspex: Normally scanner thingymebobs are carried by a unit on the ground, and negate scatter for a unit deep striking within X inches (normally 6). The fluff for deep striking Tempestus is that they're doing a HALO jump right? If you want it to have that effect why not call it 'vectored grav chutes' or something.
A Mirror Cloak is indeed a fancy camocloak. I changed the name because I wasn't exactly certain of the correct spelling of camocloak and because I simply thought that Mirror Cloak sounded better. What do you think?
Shock Swords could have concussion as special rule, but they would need to have a lower strength bonus in that case as to not make them obviously superior to power swords.
Combat Shield do count as extra close combat weapon or at least did. Shields can be used offensively in certain circomstances.
For the Auspex, I assumed that it wasn't a specific item, but a category of item. In other terms there is auspex for all sorts of things. Some are detectors, others are interactive maps, while other are sensors and alarm system. I guess I could call them Vectored Auspex or somthing like that to avoid confusion, or indeed go for something else entirely.
Eh you don't really need to remove the Str bonus if you give the Swords Concussive if you keep the AP6. S +2 AP 6 Concussive would make them a worse power maul.
Combat Shields haven't counted as an additional weapon in years. All they do now is give a 6++
Also Auspex are an existing piece of wargear that currently decrease cover by 1, so a new name to avoid confusion would be advisable. Though I don't think it should be '___ Auspex', if only because fluffwise the varying patterns of Auspex detect motion, invisible gasses and energy emissions.
An auspex device would fit though if you wanted a way to give the Scions a Deep Strike protection ability similar to the Drop Pod (i.e. reducing scatter if you'd land on a unit or impassable terrain).
Mirror cloak doesn't really need a name change, as long as there is a good fluff justification for why Mirror Cloaks and Camo Cloaks are separate items, even if in-game they have similar effects.
It's a tank upgrade, but not on individuals if I am not mistaken. It's also used a bit differently. The name has been changed to Aer Guidance System.
The Augury Arrays will have a new function, I am thinking about an overwatch bonus right now. The sensor system helps Scions anticipate attacks against their position.
The Shield will no more grant a bonus attack, but their special formation will.
NOTA BENE: The Fandex is now complete for the Special Rule section, the detachment, the equipment section (but not the artefact and the vehicule upgrades), the HQ, the Elites, the Troops and the Dedicated Transport section. Thanks for the participation.
Mirror cloak sounds lik something you'd wear to shoot guardsmen with their own rifles honestly. If camo cloak isn't fancy enough for you (it's good enough for the astartes...) maybe you could ude cameoline (google the spelling) cloak or something.
Auspex seems the generic scanner upgrade. I personally don't see how the unit itself holding a scanner would reduce it's scatter, normally a unit has to guide them down from the ground.
If you to reduce the units own scatter I suggest either a formation or upgrade granting something like 'vectored grav-chutes' either reducing scatter or giving it similar to the Drop Pods thing.
It does seem like you want theae Tempestus to have flashier gear than a Taus chromed nether regions, I think you should reign that in.
Model them after special forces, they get all the best gear but aren't James Bond.'
So giving them things like Auspex (-1 to enemy cover save) is fine because those already exist, giving them Augary arrays (+1 overwatch) or hipster camocloaks is a bit much.
I think you should just have Camo-cloaks for +1 Cover Save, and let it stack with Stealth.
Just call it a camo-cloak, and leave it at that. No need to invent something that already exists.
Additionally, I'd suggest making a difference between the power shield and the refractor field. At the current moment, they give exactly the same benefit. I would suggest bumping the power shield up to a 4++, but they can never have a bonus for two CCWs in combat if they choose to use it. So they can gain extra attack power if they want it, but against other targets, they may want to use their shields. That brings it in line more with things like storm shields, differentiates it to the refractor field, and gives the player tactical choice.
Additionally, I'd suggest making a difference between the power shield and the refractor field. At the current moment, they give exactly the same benefit. I would suggest bumping the power shield up to a 4++, but they can never have a bonus for two CCWs in combat if they choose to use it. So they can gain extra attack power if they want it, but against other targets, they may want to use their shields. That brings it in line more with things like storm shields, differentiates it to the refractor field, and gives the player tactical choice.
Sounds pretty good, it gives them a slightly weaker version of the Storm Shield, and they are but humans.
Sgt_Smudge wrote: I think you should just have Camo-cloaks for +1 Cover Save, and let it stack with Stealth.
Just call it a camo-cloak, and leave it at that. No need to invent something that already exists.
Additionally, I'd suggest making a difference between the power shield and the refractor field. At the current moment, they give exactly the same benefit. I would suggest bumping the power shield up to a 4++, but they can never have a bonus for two CCWs in combat if they choose to use it. So they can gain extra attack power if they want it, but against other targets, they may want to use their shields. That brings it in line more with things like storm shields, differentiates it to the refractor field, and gives the player tactical choice.
Already done for the camo-cloak. We are back at the old name with the same bonus. It's indeed a bit silly to rename something that already exist.
Power Shield no longer grants an extra attack since they don't count as an extra close combat weapon. I can agree with for a 4++. I will change it immediatly.
Is there any reason why you've made hotshot lasguns assault 2 rather than rapid fire?
And why is the smg essentially pistol 4, since smgs are generally 2 handed weapons? I could get behind those being assault 2.
kirotheavenger wrote: Is there any reason why you've made hotshot lasguns assault 2 rather than rapid fire?
And why is the smg essentially pistol 4, since smgs are generally 2 handed weapons? I could get behind those being assault 2.
Probably because the Hotshot Lasgun SHOULD be Assault 2. Quite frankly that fix alone makes them a pretty decent unit.
Because rapid fire hotshots are really bad. Assault 2 is a nice buff and gives the Scions a nice 18'' threat range, which is something not a lot of things get.
kirotheavenger wrote: Is there any reason why you've made hotshot lasguns assault 2 rather than rapid fire?
And why is the smg essentially pistol 4, since smgs are generally 2 handed weapons? I could get behind those being assault 2.
Probably because the Hotshot Lasgun SHOULD be Assault 2. Quite frankly that fix alone makes them a pretty decent unit.
Scions rely a lot on mobility to deal damage and stay alive. Right now, its extremely difficult to do either because their wepons are rapid fire 18. It's a fix designed to improve the very mediocre Scions. The lack of a weapon they can use to fill their niche is what plague the unit since the third eddition and why they were considered at best average and worst complete trash.
SMG is a wide category of weapon that can include. depending on your classification, machine pistols like Isrealian uzi who can be used one handed in a pinch. Idealy, they are used with both hands and Scions would do so, but could use them with a single hand during close combat since they would be light enough. Furthermore, some machine pistol and SMG's like the famous Uzi have a fire rate that is the triple of that of a standard rifle on full auto. Thus if a rifle shoots one or two shots, such a machine pistol would fire three or four. It's purely mathematical. The Skitarii codex has indroduced the concept of a multiple shot pistol in two of their units.
Well say it's a hotshot Uzi then, it should have a range of about 6'' then. Also keeps the ranges working in multiples of 6.
When you say hotshot smg I think of something more like an MP5.
kirotheavenger wrote: Well say it's a hotshot Uzi then, it should have a range of about 6'' then. Also keeps the ranges working in multiples of 6.
When you say hotshot smg I think of something more like an MP5.
I will not change the name since Uzi is a brand name not a type of weapon. I'll try to make it clearer in the description of the weapon though
I will not limit myself to multiple of 6. There is several weapons like the Hot-Shot laspistol who have a range of 9 inches as we speak. Thus multiple of 3 are kosher too.
All the units and the equipment are now completed. The Warlord Traits, Special Rules and the detachment are also completed and ready to be reviewed. Only the Formations remain to completed and should be done whithin a week or so. I would like thank all those who have participated on this thread so far, especially Sgt_Smudge and kirotheavenger.
Looking at the detachment, I see no reason why I wouldn't take it over a CAD. Sure, I lose an Elite slot and two Troops, but I get lots of Fast Attack slots in return. At minimum requirement, it's cheaper, because I don't need to buy two Platoons of Scions - only one Platoon, and then I can just get some cheap Aer Scions or a Venator. In fact, I wouldn't need to take many Scion platoons, because the Aer Scions are more plentiful, and would have ObSec.
It has all the CAD benefits (Ideal Mission Commander, ObSec) and also accurate Deepstrike?
I think it needs to be less of an autotake over the CAD.
Oh jesus! It has Ob Sec on EVERYONE, not just the troops! Yeah, that is very much CAD+.
I'm a little iffy on Tempestor Prime giving Precision Shots to his whole squad, but then again, Precision Shots ain't all that good. I want to see him playtested, but it SEEMS okay.
Commisars seem fine, though I'm a touch iffy on giving the Lords WS/BS 5. Guard Lord Commisars only get 4, and you're paying a mere 15 points for +1 to four stats.
Character upgrades are NOT 2 points. They might not be worth 10, but they are certainly worth more than 2!
For grenades, that's PER MODEL, right?
Also, why are your base scions WS 4?
And why are your CC Scions I4? They're still very human.
Shield Lock is too good. It should not give an extra attack or counterattack-3+ save is enough.
The normal Scion Lord Commissar gets WS/BS5, so does the Commissar-General (Lord equivalent from the Krieg army)
Tempestor Primes and D99 Elysians are I4, so that's within human reach. Scions are special forces, if Kriegsmen can be WS4 then so can the elite human.
Bobthehero wrote: The normal Scion Lord Commissar gets WS/BS5, so does the Commissar-General (Lord equivalent from the Krieg army)
Tempestor Primes and D99 Elysians are I4, so that's within human reach. Scions are special forces, if Kriegsmen can be WS4 then so can the elite human.
Yeah, just noticed on grenades for Ignis Scions - is that 2 PER scion, or 2 for the unit?
As for Arnis Scions - getting 3 attacks if in Shield Lock? Leave it at just Counter-Attack.
The Krassus Brothers grant you 4 Warlord traits, and don't give up StW when killed, and can be put in separate units?
I think 4 Warlord Traits is a bit much.
Basic Scions are WS: 3. Only the Tempestus Scion Prime, the Ignis Scion and the Armis Scions are WS: 4
Initiative 4 is within human reach considering that some units do have access to initiative 4. Initiative seems to be the stats with the most variety within a single race/army. Sister of Silence are humans but are Initiave 5, so are Death Cult assassins (but I think those are enhanced).
Yes, the grenade update is per model, I will add the precision.
The Objective Secure rule is supposed to apply only to Troop choices. I thought it was the case by default (at least in my memory), I will add it as a precision.
I do consider removing the extra attack on the Armis Scion in formation. On one hand, it's rather powerful, but on the other, I fear that due to their pretty average initiative, their low toughness and their pretty average armor save they wont be of much use, especially next to Ignis Scions. I will remove the extra attack for now and do some play testing to see what gives. It might make a return.
The Krassus Brothers gives StW when both of them are killed, not just one. But its possible to get it rather easily since neither of them are Eternal Warriors.
Considering their price tag and their fragility, I don't think that the 4 Warlord Traits are too much, but it is pretty damn good. I will seriously reconsider it and see what gives during play testing. Currently, I have only played three games with those house rules and none with them in my list.
Deadeye shot warlord trait seems a bit... random. Surely that should give something like rending, precision shots, or preferred enemy.
Army detachments tend to sacrifice ObSec for their chosen benefits (or at least my Blood Angels or Flesh Tearers do). I don't see why your's shouldn't.
Why do all scions start with a HS-lasgun, HS-laspistol AND a CCW? I don't think they should get a CCW, you said yourself these aren't melee troops, even astartes don't get those.
Secondly, when you say they may buy grenades, you should say that the UNIT may purchase grenades at X points PER MODEL. Otherwise you would just give one guy the grenades for the whole squad.
Also your Ignis Scions are paying 2pts per model to gain conceal, +1 attack and conceal.
That is a lot for very cheap.
And why do all Scions get stealth? Oh and currently you have every Command Scion model equipped with a Clarion Vox Net, might want to specify it's only one of them.
Also I couldn't see what conceal did anywhere.
Your Victory Prime is just a supped up cheaper Vulture.
Significantly so.
You've done the same thing with the Venators. Why?
Armis Scions have 3 one-handed weapons. Pistol, sword and shield.
Even your Insidius Sniper Scions have CCWs...
Why isn't the shield generator a skimmer?
Also you need to specify things better.
Things like the self repair system, when do you roll that dice? How many dice can you roll at once? Can you roll that dice again?
In the BRB Extra Armour counts any crew stunned results as crew shaken instead.
Your HS-snipers don't have the sniper special rule?
Why are giant slayer missiles A: called Giant slayer (they're anti-vehicle) and B: blast?
The power spear say it's S:-/+1 AP:4/3 why?
I think that's all my thoughts for the first pass I know I'm taking the position of the naysayer, but those played a vital role in the kings courts
I wish I could help you to tighten up your grammar a little, if you like I could just copy/paste the whole thing, then you copy/paste it back with my corrections
Reading kiro's points, I have to agree on certain points and admit I have overlooked things.
Stealth armywide is considerably good. I didn't notice that before, and now I see it, I feel it's a bit TOO good. MtC is fine though.
Gun, pistol and CCW likewise is not okay - this way, even the most basic Scion has two attacks base. I would remove the CCW.
The Insidias guys' weapons should have the Sniper USR, if they are using actual snipers. If they're using weapons as snipers, but aren't actual sniper rifles (such as a lascannon used for sniping), then I'd suggest renaming the Hot-Shot Snipers.
Still no idea on Conceal as a rule. Is it like the Shrouded USR?
Bobthehero wrote: Stormtroopers used to have both the pistol and the CCW, the Scion codex changed that, to the dismay of many people.
Rightly so, I think. There are very few units in game now with rifle, pistol and CCW, and I see no reason that these Scions, which are being emphasised as shooty, would have more attacks than a standard Space Marine.
Bobthehero wrote: Well their numbers are low, their attacks are weak and slow, it was a way to make then not completely fold when they got in melee.
Deathwatch don't even have rifle, pistol and ccw, and they have a smaller model count.
Melee shouldn't be these guys' proficiency. They're ranged fighters primarily, and I quote from OP:
"Unlike Space Marines, this army isn't resilient and powerful in close combat"
kirotheavenger wrote: Deadeye shot warlord trait seems a bit... random. Surely that should give something like rending, precision shots, or preferred enemy.
Army detachments tend to sacrifice ObSec for their chosen benefits (or at least my Blood Angels or Flesh Tearers do). I don't see why your's shouldn't.
Why do all scions start with a HS-lasgun, HS-laspistol AND a CCW? I don't think they should get a CCW, you said yourself these aren't melee troops, even astartes don't get those.
Secondly, when you say they may buy grenades, you should say that the UNIT may purchase grenades at X points PER MODEL. Otherwise you would just give one guy the grenades for the whole squad.
Since they are so low in number, about as numerous as Space Marines and are not nearly as good in close combat, they needed a little buff to survive charges from weak close combat units. Plus, Chaos Space Marines do have this option and frankly so should Space Marines.
Also your Ignis Scions are paying 2pts per model to gain conceal, +1 attack and conceal.
That is a lot for very cheap.
And why do all Scions get stealth? Oh and currently you have every Command Scion model equipped with a Clarion Vox Net, might want to specify it's only one of them.
Also I couldn't see what conceal did anywhere.
Scion get stealth since they are stealth specialist. Preety much all scout unit in the game have the Stealth and/or Shrouded special rule. Since its an entire army of scouts, all their units have Stealth, except Commissars.
Your Victory Prime is just a supped up cheaper Vulture.
Significantly so.
You've done the same thing with the Venators. Why?
I don't know the original price of the Venator and neither the stats or the price of the Vulture. I priced them accordingly to my estimation considering the rules I gave them in relation to what you can see in the 7th eddition of 40K. How would you price the Venator Prime and the Victory Prime?
Also you need to specify things better.
Things like the self repair system, when do you roll that dice? How many dice can you roll at once? Can you roll that dice again?
The Shield Generator is basically a skimmer, but I wasn't sure how it would interract with its slow speed and movement restriction.
In the BRB Extra Armour counts any crew stunned results as crew shaken instead.
Your HS-snipers don't have the sniper special rule?
Why are giant slayer missiles A: called Giant slayer (they're anti-vehicle) and B: blast?
The power spear say it's S:-/+1 AP:4/3 why?
I used the older version of it for I thought it was a bit better. I might change a little bit the name to avoid confusion like enhance armor or something like that.
I think that's all my thoughts for the first pass I know I'm taking the position of the naysayer, but those played a vital role in the kings courts
I wish I could help you to tighten up your grammar a little, if you like I could just copy/paste the whole thing, then you copy/paste it back with my corrections
English not being my first language, I will take any help you offer me to improve the grammar of my text and rules.
Bobthehero wrote: 3 Str 3 Attack at I3-4 is not resilient or powerful.
Comparative points of a basic Deathwatch Marine (WS4, S4, I4, A2 for 22 points) against a points equivalent of basic Scions (WS3, S3, I3, A2 x2).
Considering And They Shall Know No Fear, the higher Ld, T and Sv of the Deathwatch Marine, the Scions, even with an extra close combat weapon are weaker and more fragile.
kirotheavenger wrote: Deadeye shot warlord trait seems a bit... random. Surely that should give something like rending, precision shots, or preferred enemy.
Army detachments tend to sacrifice ObSec for their chosen benefits (or at least my Blood Angels or Flesh Tearers do). I don't see why your's shouldn't.
Why do all scions start with a HS-lasgun, HS-laspistol AND a CCW? I don't think they should get a CCW, you said yourself these aren't melee troops, even astartes don't get those.
Secondly, when you say they may buy grenades, you should say that the UNIT may purchase grenades at X points PER MODEL. Otherwise you would just give one guy the grenades for the whole squad.
Since they are so low in number, about as numerous as Space Marines and are not nearly as good in close combat, they needed a little buff to survive charges from weak close combat units. Plus, Chaos Space Marines do have this option and frankly so should Space Marines.
But a Space Marine is meant to be an all rounder. Your Scions are not. They are designed to fight close, but not melee close - it's a design mechanic. They have to play riskily close, but will relying on overwhelming firepower to do so.
I think they could have the option to buy a CCW for 1 or 2 points, but not as base.
Also your Ignis Scions are paying 2pts per model to gain conceal, +1 attack and conceal.
That is a lot for very cheap.
And why do all Scions get stealth? Oh and currently you have every Command Scion model equipped with a Clarion Vox Net, might want to specify it's only one of them.
Also I couldn't see what conceal did anywhere.
Scion get stealth since they are stealth specialist. Preety much all scout unit in the game have the Stealth and/or Shrouded special rule. Since its an entire army of scouts, all their units have Stealth, except Commissars.
See, I thought Scions were more shock troopers, using rapid and aggressive combat tactics employed via deep strike and flyers to storm heavily defended positions, hence the short ranged weapons and heavy armour. Not as scouts. If Scions were stealth specialists, why would they have such heavy armour for a guardsman, and have such aggressive and short ranged weaponry?
And not all scout units in the game have the Stealth or Shrouded. Take, for example, Space Marine Scouts, or Scout Sentinels, or Tau Pathfinders. None of them have default Stealth or Shrouded.
Bobthehero wrote: 3 Str 3 Attack at I3-4 is not resilient or powerful.
Comparative points of a basic Deathwatch Marine (WS4, S4, I4, A2 for 22 points) against a points equivalent of basic Scions (WS3, S3, I3, A2 x2).
Considering And They Shall Know No Fear, the higher Ld, T and Sv of the Deathwatch Marine, the Scions, even with an extra close combat weapon are weaker and more fragile.
The Space Marine is meant to be the all-rounder. The Scion is not supposed to be massively more competent in CC than a Guardsman Veteran, as per your OP.
I would agree with others, you said yourself Scions aren't meant to be melee guys, they should act it.
As Smudge said, Scions are shock troopers. Not stealth troopers.
If you want to see the Venator/Vulture rules for yourself check out the Taros Campaign.
Your shield generator definitely should be a skimmer, it's basically your grav rules by another name.
But as a point, that shield generator would be the first Guard skimmer ever, and to my knowledge the first heavy skimmer in the game. To my mind skimmers are fast, nimble things. Tracks are heavy, slow things.
kirotheavenger wrote: I would agree with others, you said yourself Scions aren't meant to be melee guys, they should act it.
As Smudge said, Scions are shock troopers. Not stealth troopers.
They are evidently both considering how they are used on the board and according to their own codex. Their Stealth Drop behind enemy lines are their most famous actions. They drop, creep and shoot you to death.
kirotheavenger wrote: I would agree with others, you said yourself Scions aren't meant to be melee guys, they should act it.
As Smudge said, Scions are shock troopers. Not stealth troopers.
They are evidently both considering how they are used on the board and according to their own codex. Their Stealth Drop behind enemy lines are their most famous actions. They drop, creep and shoot you to death.
But then consider Space Marine Scouts, whom cut out the drop in and just go all sneaky beaky like. They don't have stealth.
If you wanted to represent that, take infiltrate. Not scout though, Scions are not the outriders of their force, they are their force.
Or maybe, instead of you cramming everything Scions into into their core rules, give them formations for it.
[I'm gak at naming things] but you could like an infiltration specialist force. Confers infiltrate and scout, has maybe a few sniper teams, a few Scion teams. Probably should remove their deep strike in this formation.
I believe the current Tempestus codex has a formation for an aerial assault group.
That kind of thing.
kirotheavenger wrote: I would agree with others, you said yourself Scions aren't meant to be melee guys, they should act it.
As Smudge said, Scions are shock troopers. Not stealth troopers.
They are evidently both considering how they are used on the board and according to their own codex. Their Stealth Drop behind enemy lines are their most famous actions. They drop, creep and shoot you to death.
But then consider Space Marine Scouts, whom cut out the drop in and just go all sneaky beaky like. They don't have stealth.
If you wanted to represent that, take infiltrate. Not scout though, Scions are not the outriders of their force, they are their force.
Or maybe, instead of you cramming everything Scions into into their core rules, give them formations for it.
[I'm gak at naming things] but you could like an infiltration specialist force. Confers infiltrate and scout, has maybe a few sniper teams, a few Scion teams. Probably should remove their deep strike in this formation.
I believe the current Tempestus codex has a formation for an aerial assault group.
That kind of thing.
Also I PMed you
I like the idea of the set formations. That could give more specialised forces of Scions, such as stealth groups and such.
As it is, I see no reason that base Scions should get stealth and Marine Scouts, Pathfinders, and Scout Sentinels shouldn't.
As a relatively rare player of a Millitarum Tempestus army, I am a huge fan of a fast and precise army of "normal" human beings. As of now, the Millitarum Tempestus codex is merely an expansion or an experiment to see if such an army could be viable. While Scions themselves are decent units with very nice models, the army as a whole suffers from a ridiculously small unit selection which severely limits its capacity to operate beyond the 750 pts mark. This codex is an attempt at making what a fully supported and updated Millitarum Tempestus army could look like. I designed it to alleviate the rather unremarkable performance of the basic Tempestus Scions, offer them more tools to be faster and more precise than before. I wanted them to be capable of adapting to various mission objectives and enemies by relying on speed and pinpoint firepower. Unlike Space Marines, this army isn't resilient and powerful in close combat despite having a unit capable of handling itself rather nicely in that domain. Unlike regular guard, Tempestus don't have heavy tanks and, especially, heavy artillery. Unlike my own version of the Sisters of Battle who excelled against horde armies and were geared for close combat and close range firefights, Scions remain more mobile and more fragile if just as skilled. All in all, it sits nicely as a rather unique Imperial army that has more in common with Harlequins or Craftworld Eldar than anything else. The gothic aspect of the Imperium is more absent from this army which operates and feels more like a pseudo special force than anything else. This aspect allows it to stand apart further from the Sisters of Battle with whom they share the niche of elite human soldiers.
Introduction
Spoiler:
coming soon
Play Testing Notes
Spoiler:
coming soon
Special Rules
Spoiler:
Scion: The men and women of the Millitarum Tempestus were raised from early infancy to be the perfect soldiers: intelligent, skilled, brave and above all obedient to orders. All units composed entirely of Militarum Tempestus models with this Special Rule can reroll failed Leadership test for orders and can still attempt to regroup normally even when they are below 25%.
Officer: All armies rely on a chain of command and the tactical guidance of their officers to achieve victory over, sometimes, superior forces. Officers of the Millitarum Tempestus are excellent tactician and can provide great support to their troops. Any model with this special rule can issue a single order at the beginning of the movement phase to himself and his squad.
Voice of Command: Veteran officers are known for their quick thinking and their capacity to relay precise instructions to distant troops even in the harshest battlezones. In this fashion they almost appear o be in multiple places at the same time, always when the fight requires their knowledge and their experience. A model with this Special Rule can apply the Officer Special Rule to any squad with 18 inches of himself.
Precise Jump: Scions are experts in Grav-chute insertion. They are known for attacking from the sky with pinpoint accuracy despite all odds. A unit containing at least one model with this special rule scatters 1d6 less arriving via deep strike.
Summary Execution: Even the very best soldiers will fail at some point. They will be afraid or will make mistakes. Such a thing is unacceptable to the Imperium. The price of failure and weakness is too high to be tolerated. Someone will have to die to serve as a lesson to the rest. Should a unit lead by a Commissar fail a leadership test, the Commissar will execute a soldier to bolster the moral of his squad. Roll a d6 on a 2+, the controlling player chooses a member of the squad who failed the leadership test and remove it as a casualty. The test is then considered as an automatic success. On a 1, the opposing must decide the model to be removed. A commissar will never execute himself neither will he execute another commissar.
Aura of Discipline: Commissar Lords are incredible individual who are an inspiration to all who see them. All of them carry with them their own personal legends and act of insane heroism. The Stubborn special rule of the Commissar Lord and his leadership extend to all Scion units within 6 inches of the Commissar Lord and his unit. Furthermore, all unit fleeing that enter his Aura of Command automatically pass regroup tests.
Scion's Orders: Scions are incredibly discipline soldiers trained to apply a variety of tactics at their officers command and with their guidance. This allows them to surpass themselves and make their actions much more efficient than the total of their individual skills. Each model with the Officer Special Rule can choose one of the orders below to apply to himself and his squad at the beginning of the movement phase. The order, inorder to take effect, requires a successful leadership test from the targeted unit. All benefits are lost at the beginning of your next movement phase, unless the order is enacted again.
Suppressive Fire: The Scions are directed to suppress enemy advances against their position. The unit can fire overwatch with the penalty reduced by 1, thus firing at Ballistic Skill 2
Priority Target: The Scions are to concentrate their firepower and their shots on the vulnerable points of a large and dangerous target. The unit gains the Rending Special Rule on all its range weapons when targeting a vehicle, super heavy vehicle, gargantuan creature, or a monstrous creature.
Mark Your Target: The Scions are ordered to carefully aim with their main weapon before taking their shots to maximise damage at long range. The unit weapon profile for any Hot-Shot Lasguns, Hot-Shot SMGs and/or Hot-Shot Volleyguns changes for the following for all relevant weapons within the unit: Hot-Shot Lasgun: range: 30, S: X, AP: 3, Heavy 1, sniper, Hot-Shot SMG: range: 15, S: X, AP: 3, Heavy 2, sniper, Hot-Shot Volleygun: range: 36 S: 4, AP: 3. Heavy 4
Intensify Fire: The Scions are directed to fire and reload as fast as possible with no concern for ammunition preservation to dislocate an enemy formation. The unit weapons are all considered twin-linked.
Rapid Advance: The Scions are told to move as fast as possible up the battlefield to gain some advance all the while using their weapons to keep the enemy under pressure. The unit gains the Fleet Special Rule and can still fire at normal Ballistic Skill after running.
Close Assault: The Scions are told to assault the enemy in close combat to take an objective from him. The unit gain the Crusader and Furious Charge Special Rule.
Warlord Traits
Spoiler:
1) Failure isn't an Option: The warlord isn't a leader who will accept defeat or failure. He is going to fight to the bitter end no matter what. The warlord gain the fearless Special Rule.
2) Drop Trooper Specialist: The warlord is a specialist when it comes to commanding airborne attacks. His drop troopers have great precision. All units in the same formation/detachment as the warlord Precise Jump Special Rule. If they already have it, they don't scatter at all when deep striking.
3) Inspired Tactician: The warlord is an incredible tactician. He seems to be capable of predicting every enemy move and directs his troops to counter them. The warlord can give an extra order per turn.
4) Dead Eye Shot: The warlord is a peerless marksman. He only needs one shot to kill. The warlord ranged attacks cause Instant Death on enemy Characters.
5) Marksman instructor: The warlord has trained his troops to be above the standards in marksmanship so they can take on more difficult targets with greater confidence. All infantry units within 6' of the warlord who haven't moved during their turn can add 6' to the range of all their weapons during the shooting phase.
6) Infiltrator: The warlord relys on infiltrating units behind the enemy line to disrupt them and prevent them from moving into action against him. The enemy army suffer a -1 modifier to all their reserve rolls and you may attempt to Steal the Initiative on a 5+.
Detachment
Spoiler:
Mandatory: 1 HQ, 1 Troop, 1 Fast Attack
Optional: 1 HQ, 3 Troops, 5 Fast Attack, 2 Elites, 3 Heavy Support
Benefits: Objectived Secure on Troop choices (does not extend to dedicated transports of troop units), Reroll Warlord Traits, Alpha Strike
Alpha Strike: You may make reserve rolls for units in this faction beginning at the start of turn 1.
Formation
Tempestus Dagger
Spoiler:
The forces of the Millitarum Tempestus are precise, fast moving and stealthy. Their training and equipment makes them ideally suited for covert operations and raids. Their silent approach followed by a swift attack makes them extremely dangerous forces to tackle and devastating for the enemy moral. There is little more unnerving for a commander than to know that enemy elite troops can attack at any time. The Tempestus Dagger is the most adaptable and common combat group of the Millitarum Tempestus. It combines various talent and expertise to tackle a wide variety of enemies by focusing on the Scions strengths.
Covert Operation Units: Scions are consummate drop troopers, but also infiltrators. Should the situation not call for an aerial assault, Scions can apply their remarkable stealth doctrine to infiltrate enemy lines en mass. All units in the formation can replace their Deep Strike Special Rule for the Infiltrate Special Rule.
Ground Assault Formation
Spoiler:
Scions are known for the speed and efficiency of their ground vehicles. Their armored advances are swift and discrete and can be immensely destructive. Squads with a lot of experience in ground assaults are fast to dismount their vehicles and unleash a blinding fusillade of Hot-Shot Lasbolts. Ground Assault Formations are used frequently to establish a beach head in the enemy territory for larger drops during massive assaults. In other circumstances, they serve as outriders for Astra Millitarium Armored Brigades.
Composition: 1 full Tempestus Scion Platoon all mounted in Taurox Prime, 1-2 Squadrons of Venator Primes.
Benefits: Calculated Strike, Surgical Deployment
Calculated Strike: The entire formation can be placed in reserve at the beginning of the game. If you elect to do so, roll a single dice for the entire formation and deploy them all at the same time should the roll be a success.All units within the formation gain the outflank USR. All units possessing one must either begin the game embarked on their transport, or be embarked on their transport when they arrive from reserves.
Surgical Deployment: On the round in which they disembark, all the Tempestus Scion units count their weapon as twin-linked and pinning.
Airborne Assault Formation
Spoiler:
The sister formation of the Ground Assault Formation, the Airborne Assault Formation is used to allow a strong advance via airborne units used when the enemy lines are crumbling to cut off their retreats or prevent them from regrouping. Valkyries allow for a devastating amount of firepower to be applied on a very mobile basis and the Scion Platoons they transport have developed a certain skill for millimetric precision when it comes to jumping from their into the fray. Airborne Assault Formations are also used as reinforcements capable of relieving a massive amount of pressure and rescue sections of the battlefield which have become cut off and isolated.
Composition: 1 full Tempestus Scion Platoon all mounted on Valkyrie Prime, 1-2 Victory Primes
Low Altitude Jump Specialists: Units disembarking via the Grav Chute Insertion special rule only scatter 1d6 when doing so
Mist and Anchor
Spoiler:
coming soon
Aerial Supremacy Squadron
Spoiler:
coming soon
Hoplite Formation
Spoiler:
coming soon
HQ
Tempestor Prime
Spoiler:
The most gifted Scions are those who rise in ranks. They have shown during their training and later on the battlefield that they were not only excellent combatants, masters of their weapons, but also calm collected and intelligent. They must have shown numerous times their tactical acumen and, even more importantly, their drive to learn more about their strengths and weaknesses and that of their enemies. Tempestor Primes are the commanders of the Tempestus Scion regiments. They are the paragon of their kind: fast, precise, disciplined and intelligent. Unlike Astra Millitarum high ranking officers, they operate in the field, sharing all the dangers their soldiers pass. They are discreet and efficient leaders who use their knowledge more than their charisma to direct their troops. They operate in key squads, or even alone in dire circumstances.
Special Rules: Officer, Voice of Command, Scion, Precision Shots, Split Fire, Weapon Master, Stealth, Move Through Cover, Deep Strike, Independent Character
Weapon Master: The Tempestor Prime is a gifted soldier who knows his weapon better than his own person. He can fire twice with a weapon of his choice per round. Should he have a pair of weapons, only one of the two can fire twice since even such a gifted soldier cannot fire that fast. Furthermore, his ability to make Precision Shots is also passed down to any unit he joins.
Unit Composition: 1 (Infantry, character)
Option:
can replace his Hot-Shot Lasgun with auxiliary grenade launcher for a Twin-Linked Hot-Shot SMG for free
can replace his Hot-Shot Laspistol for a Plasma Pistol for (10 pts) or a Bolt Pistol for free
can replace his close combat weapon for a Power Weapon for (10 pts), a Power Fist for (15 pts) or a Shock Sword for (5 pts)
can take an Aer Grav-Chute for (10 pts) or a Camocloak for (10 pts)
can take a Refractor Field for (15 pts)
can take a meltacharge for (5 pts)
can take a single Tempestus Scions Heirloom
Millitarum Tempestus Commissars
Spoiler:
Commissars are feared individuals. Trained in the Scholam like their brothers and sisters of the Millitarum Tempestus and later in the Officio Prefectus academy, they are natural born leaders, charismatic individuals, talented warriors and acute tacticians. In the ranks of the Astra Millitarum, they serve as advisers and enforce discipline with an iron fist. In the Millitarum Tempestus, their role is a bit more extensive. The Astra Millitarum is forced to recognise and tolerate the military traditions and structures of the various worlds of the Imperium and the Commissars, being raised and trained by the Imperium, don't necessarily know and understand them profoundly. To avoid conflict of dogma, their role was restrained to adviser instead of officers. Scions and Commissars though, share the same doctrine and culture. Furthermore, those Commissars who gain the honor of serving as officers in a Scion regiment are the very best of their kind and will be granted the responsibility to serve as adjutants with actual command responsibility beside that of enforcing discipline. While this might make the chain of command a bit more complex and heavy, the small size of the Scion regiment and their near perfect discipline allow them to negate this potential drawback. Commissars of the Millitarum Tempestus allow and push their Scion subordinates to greater feats of courage and excellence and truly help turn the tide of a battle.
Special Rule: Scion, Stubborn, Aura of Discipline (Commissar Lord only), Officer, Voice of Command (Commissar Lord only), Deep Strike, Independent Character, Summary Execution
Unit Composition: 1 to 3 (Infantry, character)
Option:
a single Commissar in your army can be promoted to Commissar Lord for (15 pts)
can exchange the bolt pistol for a Plasma Pistol for (10 pts)
can exchange the Close Combat Weapon for a Power Weapon for (10 pts) or a Powerfist for (15 pts)
can take a Storm Bolter for (5 pts)
can take a refractor field for (15 pts)
can take a meltacharge for (5 pts)
can take a single Tempestus Scions Heirloom
Elite
Ignis Scion Squad
Spoiler:
Ignis Scions are the very best Scions. They are those who have shown early on the greatest combat aptitudes and the drive to exploit them fully. They are also the Scions with the most battle experience. Each one of them has occupied varied position prior to be promoted to an Ignis Scion squad. Since their early days, they received supplementary training and more guidance from their superior officers and trainers as to exploit their talent. Now, as Ignis Scions, they serve as elite troopers, fighting where the enemy is the strongest, supporting their comrade and getting them out of tight spot. They frequently escort their Tempestor Prime and serves as bodyguard for him the battlefield. Their vast experience of covert operation makes them masters at sabotage and infiltration should they be called to do it. Unfortunately, there is few of them and each loss of an Ignis Scion is even harder to replace than one of their brothers or sisters
Special Rule: Scion, Move Through Cover, Scout, Deep Strike
Unit Composition: 5 to 10 (infantry)
Option:
One Ignis Scion must be promoted to Ignis Tempestor for (5 pts)
The Ignis Tempestor can replace his Close Combat weapon for a Power Weapon for (10 pts), a Shock Sword for (5 pts), or a Powerfist for (15 pts)
The Ignis Tempestor can replace his Hot-Shot Laspistol for a Bolt Pistol for free, or a Plasma Pistol for (10 pts)
Up to three Ignis Scion can replace their Hot-Shot Lasgun with auxiliary grenade launcher for a Plasma Gun for (10 pts), a Meltagun for (5 pts), a Hot-Shot Volleygun for (5 pts), or a Grenade Launcher for (2 pts)
The unit may take haywire and defensive grenades (2pts per model)
A single Ignis Scion can take an Aer Guidance System for (10 pts) or a Targetter for (10 pts)
A single Ignis Scion can take a demo-charge for (10 pts) or a Meltacharge for (5 pts)
One Ignis Scion can take a Clarion Vox System Relay for (5 pts)
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
Armis Scion
Spoiler:
Armis Scions are a very specialised group of soldiers. In an army that favors speed and ranged encounter, they are armed and trained for close combat. Thanks to their heavy power shield and their shock swords they have the tools to take down enemies that would normally be far too strong for a normal human being. Nevertheless, each one of them as been selected for their excellent skills in close combat, their strength and their endurance. Armis Scions mostly serves in the bloody corridor fights of ship boarding or as an anvil for the rest to operate from. Using their shield in group they can provide protection to their allies and become extremely hard to shift from a zone should the enemy underestimate them. Despite their large shields, their stealth doctrine remain good enough for them to neither slow down or betray their felloe Scions.
Special Rule: Scion, Move Through Cover, Deep Strike, Stealth, Shield Lock
Shield Lock: Armis Scions are trained to use their shield Cooperatively for defensive and offensive purpose. Should they be in base contact with one another, their armor saves improve by 1 step, gain the Counter Attack Special Rule, but they lose Stealth and Move Through Cover.
Unit Composition: 5 to 10 (Infantry)
Option:
One Armis Scion must be promoted to Arnis Tempestor for (5 pts)
All Armis Scion can exchange their Shock Sword for Power Weapon for (5 pts)
Up to two Armis Scions and/or the Armis Tempestor can exchange their Hot-Shot Laspistols for a Bolt Pistol for free, or Plasma Pistol for (10 pts)
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
The core of every Scion regiment is the Tempestus Scion Platoon. Each Tempestus Scion is an expertly train soldier. They first graduated in the brutal Schola Progenium where they were mind wiped, indoctrinated to be perfectly obedient and reared to be consummate killers before being put through inhumanly difficult and sometime deadly tests. Those who succeeded, were marked as great soldiers and were not sent to the Officio Prefectus to become Commissars or to the Sisterhood are than sent to the Tempestor Academy where they spent a further 4 years training in an intensive manner in various forms of combat. They learn they peerless stealth doctrine, their renown aerial assaults and extensive survival skills. Those who illustrated themselves in battle and are set to ascend to more elite units are regrouped together in command squads led by Tempestor Secundus. They provide extra experience and protection to those officers as well as more mobile firepower to support their brothers and sisters in arm. Their cohesion and innovative tactics is frequently at the core of their numerous successes.
Command Squad
Tempestus Scion Prime: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 4+ pts: 16 per model
Tempestor Secundus: WS: 4, BS: 5, S: 3, T: 3, W: 2, I: 4, A: 2 Ld: 9, Sv: 4+
equipment: Carapace Armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Close Combat Weapon (Tempestor Secundus Only), Frag and Krak Grenade, Clarion Vox System (Tempestor Secundus only)
Special Rule: Scion, Move Through Cover, Stealth, Deep Strike, Officer, Voice of Command (Tempestor Secundus only)
Unit Composition: 5 (infantry)
Option:
A single Tempestus Scion Prime must be promoted to a Tempestor Secundus for (12 pts)
The Tempestor Secundus can exchange his Hot-Shot Lasgun for a Hot-Shot Lasgun with an Auxiliary Grenade Launcher for (5 pts)
The Tempestor Secundus can exchange his Hot-Shot Laspistol for a Bolt Pistol for free, or a Plasma Pistol for (10 pts)
The Tempestor Secundus can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Shock Sword for (5 pts), or a Powerfist for (15 pts)
The Tempestor Secundus can take an Aer Guidance System for (10 pts) or a Targetter for (10 pts)
The Tempestor Secundus can take a Meltacharge for (5 pts)
Any Tempestus Scion prime can exchange their Hot-shot lasguns for one of the following weapon: Plasma Gun (15 pts), Meltagun (10 pts), Grenade Launcher (5 pts), Hot-shot Volleygun (10 pts), or a flamer (5 pts)
Of those Tempestus Scion Primes not upgraded as above
One Tempestus Scion Prime can take a health kit for (10 pts)
One Tempestus Scion Prime can take a Clarion Vox System Relay for (5 pts)
One Tempestus Scion Prime can replace his Hot-Shot Lasgun for a Platoon Standard for (20 pts)
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
Special Rule: Scion, Move Through Cover, Stealth, Deep Strike
Unit Composition: 5 to 10 (infantry)
Option:
A Tempestus Scion must be promoted to a Tempestor Minoris for (4 pts)
The Tempestor Minoris can exchange his Hot-Shot Lasgun for a Hot-Shot Lasgun with an Auxiliary Grenade Launcher for (5 pts)
The Tempestor Minoris can exchange his Hot-Shot Laspistol for a Bolt Pistol for free, or a Plasma Pistol for (10 pts)
The Tempestor Minoris can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Shock Sword for (5 pts), or a Powerfist for (15 pts)
The Tempestor Minoris can take an Aer Guidance System for (10 pts) or a Targeter for (10 pts)
The Tempestor Minoris can take a Meltacharge for (5 pts)
Up to two Tempestus Scions can exchange their Hot-shot lasguns for one of the following weapon: Plasma Gun (15 pts), Meltagun (10 pts), Grenade Launcher (5 pts), Hot-shot Volleygun (10 pts), or a flamer (5 pts)
One other Tempestus Scion can take a Clarion Vox System Relay for (5 pts)
The squad can take a Taurox Prime or a Valkyrie Prime as a dedicated transport
Dedicated Transport
Taurox Prime
Spoiler:
The Taurox Prime is an extremely fast, well armed and armored transport. It can cross through some of the harshest terrain without slowing down all the while carrying the firepower of a light battle tank. Its overcharged engines are both safe and reliable. Thus, the Taurox Prime can be used for extensive missions behind the enemy lines and its decent armor allows it to weather small arm fire with ease. Very few forces can boast to have such a versatile and efficient vehicle in their armory. The Scions who pilot them are experts who know their vehicle as well as a Tempestus Scion knows his rifle. They are almost fearless and will never abandon their brethren in a difficult situation. A Taurox Prime can be armed in a variety of ways to deal with infantry hordes or enemy tanks and aircraft depending on the situation.
ATV: A Taurox Prime threads and engine are designed for all sorts of terrain. It's both amphibious and can reroll failed dangerous terrain tests.
Transport Capacity: 10 Models
Access Point: One on each side and one at the rear
Fire Point: two on each side
Option:
Can replace the Taurox Light Battle Canon for a Twin-Linked Taurox Gatling Canon for (5 pts) or for a Taurox Missile Launcher for (10 pts)
Can replace the Twin-Linked Hot-Shot Volleygun for Twin-Linked Autocannon for (10 pts)
Can take upgrades from the Armory of the Progenium
Valkyrie Prime
Spoiler:
The Valkyrie Prime is a heavily armed and armored aircraft designed for air to ground combat. Its powerful engines allow it to move at high speed and gives it great mobility to avoid enemy anti-air defense and hover over the battlefield. Its numerous weapons give it an impressive firepower on an extremely mobile basis. The Valkyrie Prime are different to the standard models by their more sophisticated weapon system and by the fact that their pilots are Scions themselves who were trained to a much higher level of excellence than the navy's pilots. Their capacity to deploy in the harshest conditions squads of Scions allow the Millitarum Tempestus to field one of the fastest military forces in the galaxy. In a pinch, the Valkyrie Prime can even engage other aircraft in dogfights.
Special Rule: Flier, Hover, Transport, Grav Chute Insertion
Grav Chute Insertion: Valkyrie Prime are equipped with the necessary system to drop troops via Grav-Chute should they be flying at high altitude or high speed. Should the player want to disembark a unit in a Valkyrie who moved faster than Combat Speed or who isn't hovering, select a point over which the Valkyrie passed and place a counter there and deploy the unit using the deep strike rules. Scatter the unit normally.
Transport Capacity: 12 Models
Access Point: One at the rear
Fire Point: None
Option:
The Valkyrie Prime can exchange its Twin-Linked Hot-Shot Multilaser for a Twin-Linked Lascanon for (5 pts)
Can replace the two Hellstrike missiles for two Rocket Pods for (10 pts)
Can take two sponson mounted Heavy Bolters for (20 pts)
Can take upgrades in the Armory of the Progenium
Fast Attack
Aer Scions
Spoiler:
Aer Scions are the pinnacle of the Millitarum Tempestus forces when it comes to aerial assault. They are the men and women who have shown the most aptitudes in piloting a Grav-Chute in any circumstances and a talent for short range firefights. To assist them, they are equipped with an Aer Grav-Chute, from which they derive their name, that can serve as a efficient jet pack on the battlefield. This makes them extremely mobile, capable of vaulting over tall obstacle, escaping assaulting enemy units and attacking them from above. The only weakness of those Grav-Chute is their weight limit that only allow the lightest and most agile Scions to use them. They also needed a lighter and more compact weapon than their standard Hot-Shot Lasgun. Thus, they are all armed with a small Hot-Shot LasSMG that provides them with a surprising amount of firepower but only at very short range.
Special Rule: Scion, Deep Strike, Move Through Cover, Stealth, Hit and Run
Unit Composition: 5 to 10 (Jet Pack Infantry)
Option:
A Aer Scion must be promoted to an Aer Tempestor for (4 pts)
The Aer Tempestor can exchange his Hot-Shot LasSMG for a Bolt Pistol for free or a pair of Plasma Pistol for (15 pts)
The Aer Tempestor can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Shock Sword for (5 pts) or a Powerfist for (15 pts)
The Aer Tempestor can take a Meltacharge for (5 pts)
Up to two Aer Scion can exchange their Hot-shot LasSMG for a pair of Plasma pistol for (15 pts)
I've done the first half It takes a lot longer than I though it would, and I doubt I've caught everything either
Few more points: Ignis Scions have retained the CCWs. Combined with their extra base attack and these guys are much better in melee.
Same thing for your sergeants, I think they should have the option of exchanging their rifle for a CCW rather than just getting it.
Also I don't think Ignis Scions should start with camo cloaks, perhaps it should be like Guard Veterans where they can choose from doctrines? Such as a steath or demolitions doctrine.
Automatically Appended Next Post: Also further points, for the price of nothing but their lasgun Armis Scions gain a shock sword and shields.
Really, really bloody good shields at that (too good).
Also almost all of your units still retain stealth, even move through cover is question (you want an entire army of Scouts with all the benefits of a proper army)
A note on aer jump packs as well, you do know that jet packs are the ones that let you move 2D6 in the assault phase even when not moving correct? Jump packs allow you to move 12'' in the movement phase, which I feel would be more appropriate both for gameplay and fluff.
Yes, Ignis Scions have indeed retained their close combat weapon which makes them pretty good in melee, if not exceptionnal. Despite this quality, they still aren't as good as the Armis Scions but offer the option to retain some close combat capacity should the player have chosen not to take Armis Scions. I could give them a "doctrinal" option between more explosives and a stealth doctrine that gives them the camocloak. It does sound like a good idea.
Yes, Aer Grav-Chute are upposed to be JET PACKS and not JUMP PACKS. I was aware the difference.
I play testing the Armis Scions, I do think they are a bit underpriced. I will raise their point cost.
epronovost wrote: Yes, Ignis Scions have indeed retained their close combat weapon which makes them pretty good in melee, if not exceptionnal. Despite this quality, they still aren't as good as the Armis Scions but offer the option to retain some close combat capacity should the player have chosen not to take Armis Scions. I could give them a "doctrinal" option between more explosives and a stealth doctrine that gives them the camocloak. It does sound like a good idea.
Yes, Aer Grav-Chute are upposed to be JET PACKS and not JUMP PACKS. I was aware the difference.
I play testing the Armis Scions, I do think they are a bit underpriced. I will raise their point cost.
PS: Thanks for your work of correction!
Maybe make the Ignis Scions being good at melee one of their doctrines?
Make them a specialist unit, rather than a master-of-everything
Automatically Appended Next Post: Also, whats the logic behin djet packs?
Maybe make the Ignis Scions being good at melee one of their doctrines?
Make them a specialist unit, rather than a master-of-everything
Automatically Appended Next Post: Also, whats the logic behin djet packs?
The logic behind the jet Pack insteat of Jump pack is that the Aer Scions are using modified Grav-Chutes. They have only a very mild propulsion system to help move around and mostly rely on simply jumping in a low gravity bubble to move around like jet packs. That's why they have trouble with weigth restrictions, carry lighter weapons and are recruited from smaller and thinner Scions. They just make long jumps that they use to get in and out of firing range. Even if they were to use their Aer Grav-Chute charge into an enemy squad, they wouldn't smash them appart like units with Jump Pack who use them in assault (they gain Hammer of Wrath Special Rule). What do you think is the argument in favor of Jump packs over jet packs?
Maybe make the Ignis Scions being good at melee one of their doctrines?
Make them a specialist unit, rather than a master-of-everything
Automatically Appended Next Post: Also, whats the logic behin djet packs?
The logic behind the jet Pack insteat of Jump pack is that the Aer Scions are using modified Grav-Chutes. They have only a very mild propulsion system to help move around and mostly rely on simply jumping in a low gravity bubble to move around like jet packs. That's why they have trouble with weigth restrictions, carry lighter weapons and are recruited from smaller and thinner Scions. They just make long jumps that they use to get in and out of firing range. Even if they were to use their Aer Grav-Chute charge into an enemy squad, they wouldn't smash them appart like units with Jump Pack who use them in assault (they gain Hammer of Wrath Special Rule). What do you think is the argument in favor of Jump packs over jet packs?
That was going to be exactly my argument from a fluff point of view xD They're JUMP packs, jet packs are described as holding the model mid-air.
Plus they're assault units, and every assault unit ever is on jump packs rather the jet packs.
I can't see the rules for the regimental standard anywhere.
Also demolitions doesn't sound like a setting up minefields sort of thing, it sounds more like it is in the guard codex where everyone gets melta bombs.
You also haven't explained how minefields work, I suggest using the Space Marine 'Snare Mines' rule. Where you designate a piece of terrain to have been snare mined, first enemy unit wandering into the terrain suffers I think it was 3d6 S4 AP- hits, on the rear armour if a vehicle.
I think you're underestimating HS-multi lasers, S2 AP2 3 shots is insanely good, and will chew through anything short of TH/SS like they're not even there.
Especially something like a Victory Prime, with 5 of the things! 5!
Flyers in general tend to skimp a little on the firepower to make up for their increased durability.
Also why give it preferred enemy flyers? That rule is reserved for things like Yarrick who has spent his entire life fighting Orks, and has even sacrificed a good part of his own body to help fight them. Intended targets don't get this sort of thing. Hydra flak batteries don't get preferred enemy flyers, Leman Russ vanquishers don't get preferred enemy tanks.
Plus the rule is largely insignificant since most weapons are twin-linked.
Automatically Appended Next Post: I just realised HS-multilasers have Lance. Why? Lance is like xenotech dark lance technology, not a fancy laser. Lascannons don't get lance.
Rules for Mine Field can be found in the Main Rule Book and/or in the City Fight expansion. It's basicaly like snare mines but 2d6 hits instead of 3d6. I added an entry for Mine Field in the Special Equipment section. Regimental Standards are the same thing rule wise than Platoon Standards. They are oth uner the same section. It gives a bonus of 1 in Ld to all units within 6' and a bonus of 1 in attack to the bearer unit.
I don't think I underestimate that much the Hot-Shot Multilaser. It's about as efficient as a Starcanon (one more shot, but less range) and about as dangerous as a plasma canon (more precise, but potentialy less damage).
Preferred enemy is a rule that betrays great experience, particular hatred or speciliasation in a certain field. Both Dakka Jets and Crimson Hunters have a special rule to allow them to attack other flyers more efficently since its their job. For Dakka Jet, its a boost to their BS and for the Crimson Hunter its the rule Preferred Enemy (flier) and Skyhunter. Imperial Guard units rarely have special rules of that sort because guards are supposed to be mediocre in terms of training. I did increased the price for the upgrade on the Vicotry Prime and reduced its armor a little bit. For its current price tag its a very good flier, but not all that dominating (after some price adjustment of course!).
The lance thing is a mistake, I thought about giving lance to the heavy rifle, but removed it after giving it some thought. I copy pasted the old entry of the heavy rifle for the Hot-Shot Multilaser and forgot to remove the lance rule. It's gone now. thanks for noticing it.
Why does the Victory Prime get 1 random hellstrike missile?
Also the Victory Prime seems most analogous to the Vulture, and as such shouldn't get the door mounts (which themselves are insanely good)
You say your HS-multilasers are similar to starcannons, aren't those the things known for being crazy OP and aren't even AP 2? I wouldn't call 30'' short ranged either. Especially on a fast vehicle or flyer.
Just did the math and a Victory prime with the door mounted HS multilasers will kill 6.67 T4 or worse models with a 5+ cover or invuln save per shooting attack.
If those were Tactical marines hiding in some woods you've just destroyed 93pts worth in a single shooting attack. Imagine if they were Terminators...
And for only 5pts more than a heavy bolter? They make an already bad weapon look like a bad joke.
Take that same Victory Prime as part of the Aerial Supremacy Squadron for Strafing Run and you kill 11.45 models! That's an entire squad of Marines or Terminators just... gone.
I know that probably doesn't look so bad in the face of a Grav Centurion unit, but you shouldn't be trying to make a top-cheese army. The people that use they kinds of fandexes aren't going to be using them in tournaments and you really don't want to give your opponent an excuse to cry foul.
and with 15 strength 6 shots they're not exactly bad against vehicles, especially flyers.
Also I feel like Venators should have camo netting as an upgrade.
Oh and I'm not sure if it's just me, but the heirlooms section is either blank or not working.
kirotheavenger wrote: Why does the Victory Prime get 1 random hellstrike missile?
Also the Victory Prime seems most analogous to the Vulture, and as such shouldn't get the door mounts (which themselves are insanely good)
You say your HS-multilasers are similar to starcannons, aren't those the things known for being crazy OP and aren't even AP 2? I wouldn't call 30'' short ranged either. Especially on a fast vehicle or flyer.
Just did the math and a Victory prime with the door mounted HS multilasers will kill 6.67 T4 or worse models with a 5+ cover or invuln save per shooting attack.
If those were Tactical marines hiding in some woods you've just destroyed 93pts worth in a single shooting attack. Imagine if they were Terminators...
And for only 5pts more than a heavy bolter? They make an already bad weapon look like a bad joke.
Take that same Victory Prime as part of the Aerial Supremacy Squadron for Strafing Run and you kill 11.45 models! That's an entire squad of Marines or Terminators just... gone.
I know that probably doesn't look so bad in the face of a Grav Centurion unit, but you shouldn't be trying to make a top-cheese army. The people that use they kinds of fandexes aren't going to be using them in tournaments and you really don't want to give your opponent an excuse to cry foul.
and with 15 strength 6 shots they're not exactly bad against vehicles, especially flyers.
Starcanon are range: 36, S: 6, AP: 2, Heavy 2. Crimson hunter can mount 2 of them and an additionnal Pulse Laser whose range: 48, S: 8, AP: 2, Heavy 2. On a fast platform with a Skyhunter, Precision Shot and Vector dancer for 140 pts. It's not as tough though than the Victory Prime. Considering the Price of the Crimson Hunter, the Vendetta and the Valkyrie, I think that stock at 160 pts they are rather reasonnably priced. I will raise a bit the point cost for the upgrades though. A unit costing 200 pts, that can do the sort of damage you calculated, but can be shot down rather easily doesn't feel so OP. You were right though that they were underpriced before. I already used them twice in play testing match with their previous price and were shot down rather fast. This might have led me to underestimate the damage they could do. I also just noticed I copy pasted the price of the Valkyrie in the Vendetta entry, I fixed it to its normal price.
Also I feel like Venators should have camo netting as an upgrade.
Oh and I'm not sure if it's just me, but the heirlooms section is either blank or not working.
I removed it, but kept the price the same.
I don't know whats's not working with the heirloom here is a copy of what's in the file.
Tempestus Scions Heirloom
The Blade of Terra: These Two-Handed power swords were once carried by the highest ranking officers of the Solar Auxilia. These relics were tranfered to the Ordo Tempestus after the Reign of Blood and are carried by a few privileged Commissar Lords and Tempestor Prime. Range: -, S: +2, AP: 2, Require Two-Hands, Mastercrafted. (20 pts)
The Gauntlet of Avitius: These gauntlets were hand crafted by a genius Techpriest for the Tempestor Prime Avitius who saved his life. These gauntlets were designed to be the perfect firing aids thanks to recoil compensators, auto-sense and a sophisticated machine spirit that link itself to the tactical helmet of the bearer. It allows the bearer to increase the range of all his weapon by 6' and allows him to fire overwatch at full Ballistic Skill. (25 pts)
The Armor of the Dragon: An ancient suit of blessed Carapace Armor with a integrated power field, legend says it was crafted by Vulkan himself for a Solar Auxilia commander he would have loved. Studies on the armor seems to indicate its of too recent design for it to be true, but the legend remains very popular. The quality of the armor would make Vulkan himself proud though. It's a suit of Carapace Armor that grants an armor save of 3+ and an invulnerable save of 4+ to the bearer. (30 pts)
The Star of Terra: The highest decoration a man or woman can possibly receive. The berarer of the Star of Terra are all mighty hero and there is an incredible prestige associated with it. The bearer of this decoration has a bonus of +1 to his Leadership and the Adamantium Will Special Rule. In addition, as long as he lives, all units within 6' gain a bonus of +1 in Attack and score an extra point when it comes to combat resolution. This bonus stacks with that of a Platoon Standard. (45 pts)
The Heart of the Sun: A sophisticated plasma pistol carried by a famous Commissar Lord. This powerful weapon was used in many glorious engagements and was most famously known for scarring a monstruous and unstoppable Carnifex. Range: 12, S: 8, AP 2, Pistol, fire wtice a round, Get's Hot (20 pts)
The Messenger of Heaven Vox System: An old Vox System found in a lost colony. It can carries instruction at a greater range than any other of its kind. The few officers who have been blessed with such a device, can issue orders at incredible range without fear of having their message lost or intercepted. This Vox System allows all units within 24' to receive orders from the bearer of this Vox System and use his Leadership for their moral tests. (25 pts)
Heart of the Sun heirloom.
For 5pts more than a plasma pistol it doubles the firerate and adds one strength?
I would advice against comparing anything to Eldar. The codex known for being almost universally above the power curve.
Also I'm not sure if I've addressed this before, but most of your army still has stealth
Your Insidias Scions even have Shrouded. I know you want to represent the stealthy aspect the Scions can take on occasionally, but that isn't how other units work it. Space Marine scouts don't get stealth, they get infiltrate. And stacking stealth and a camocloak onto a model to get shrouded is just insane, that's like Tau's apparently-invisible stealth suits levels of hiding.
kirotheavenger wrote: Heart of the Sun heirloom.
For 5pts more than a plasma pistol it doubles the firerate and adds one strength?
I would advice against comparing anything to Eldar. The codex known for being almost universally above the power curve.
Also I'm not sure if I've addressed this before, but most of your army still has stealth
Your Insidias Scions even have Shrouded. I know you want to represent the stealthy aspect the Scions can take on occasionally, but that isn't how other units work it. Space Marine scouts don't get stealth, they get infiltrate. And stacking stealth and a camocloak onto a model to get shrouded is just insane, that's like Tau's apparently-invisible stealth suits levels of hiding.
Stealth suits have both Shrouded and Stealth for a basic 4+ cover save. That's almost invisible. Shrouded is very, very stealthy.
Space Marines Scouts don't have stealth because they are rookies and, as rule, the Adeptus Astartes doesn't consider reconnaissance and stealth as important. That's why this duty, which is given to specialists and veterans in all other armies in the 40K universe and in our own universe because its so god damn important, is given to the worst Space Marine imaginable. Only Space Wolves and the Raven Guard and their descendants seems to view stealth and scouting as important and, in the case of the Raven Guard, their scout do have stealth (and so do their Space Marines). It's the same thing for the Night Lords who also have stealth.
Ork Kommandos all have the Stealth rule in addition to Infiltrate and Move Through Cover including their Nob. They don't have anything close like a Camocloak. If orks can be this stealthy, why not humans who trained extansively in covert operation like ork kommando do?
Comparing regular Scout Space Marines to Scions would like comparing them to Imperial Guardsmen. Both are not as heavily trained as a full feldge Scion since one is still in training (perhapse not even adults in some country, much larger, heavier and smellier which makes them a lot less discrete) and the other is just a regular G.I Joe. Scions are not ment to be "occasionnaly stealthy" its the other way around. They are "occasionnaly" brazen. Thus, for all these reasons, the Stealth Rule will remain.
BTW: the update for a plasma pistol is 10 pts. thus it's double the price for about double the damage and more risk of Get's Hot. I think 20 pts is fair price for such a weapon. 25 seems a bit much in my opinion, but still acceptable.
Plasma pistols are 15pts for astartes, they maybe be 10pts for guard but guard are only BS3.
It's also a bit more than double damage, instant deathing marines can be pretty significant.
The blood angels have a 25pt relic plasma pistol and it all it does is remove gets hot.
I still really don't think you should be having army-wide scout, you're storm troopers not stealth troopers. And I especially disagree with stacking it.
You do realize the average Space Marine Scout is going to be older than the average Scion, and they've spent at least as much time, if not more, in training, right?
Bobthehero wrote: The average Scion started training before the average Scout. For the rest I am not sure enough numbers were given.
Well since most Scouts start spend their early life on deathworlds on in gangs, you could argue they've always been training compared to a Scions pampered military school upbringing.
Scion training starts when they're found, some will train at 4-5 some at around the age someone becomes a Scout. Older ons might be possible, but at this point they're hardly orphans.
Scouts are as young as 18 years old, sometime 16 years old. The average Space Marines start is recruited at age 12 (the prime age for Geneseed Implantation which ends with the Black Carapace at age 18), passes a few years in tank being implanted organs and adapting to them, receives basic military instruction learn how to speak High Gothic, read and write in the case of those who come from feral, feudal world and lower hive. Considering that Space Marines love to recruit there, that represents most of them.
Scions start their training at age 6 and finish it at age 22. The youngest Scion has about 16 years of military training and instruction while the youngest Scout has 6. That's a huge difference in terms of quality of training.
Automatically Appended Next Post:
kirotheavenger wrote: Plasma pistols are 15pts for astartes, they maybe be 10pts for guard but guard are only BS3.
It's also a bit more than double damage, instant deathing marines can be pretty significant.
The blood angels have a 25pt relic plasma pistol and it all it does is remove gets hot.
I still really don't think you should be having army-wide scout, you're storm troopers not stealth troopers. And I especially disagree with stacking it.
I will change the price for 25 pts since Instant Death on T4 is indeed rvery good, but I would say that the Relic of the Blood Angel is pure crap that nobody in his right mind would use .10 pts for no Get's Hot is completly overcosted in my opinion.
The stacking of stealth to shrouded to stealth AND shrouded is a core mechanic of those Special Rules. For example, if you take a Tempestus Scion squad beneath the Umbra Mobile Shield Generator, they will have a 4+ cover save in plain sight. That's how the core rule book says those two special rules should interract. They are stackable.
kirotheavenger wrote:Plasma pistols are 15pts for astartes, they maybe be 10pts for guard but guard are only BS3.
It's also a bit more than double damage, instant deathing marines can be pretty significant.
The blood angels have a 25pt relic plasma pistol and it all it does is remove gets hot.
I still really don't think you should be having army-wide scout, you're storm troopers not stealth troopers. And I especially disagree with stacking it.
Absolutely this. You're getting essentially two +1S plasma pistols for an absolute steal. 25 points is far more solid.
I'd also err on another five points for the relic sword - you're getting just under the strength of a power fist, at initiative AP2 (which is on average Space Marine tier), the fact it's two handed affects it little, because if it were a power fist, it wouldn't get another attack anyway (no other specialist weapons). I'm getting an at initiative power fist swapping a pip of strength for master crafted. If we assume that the master crafted cancels out the pip of strength lost, I think it's reasonable to say that at initiative AP2 is more than 5 points.
epronovost wrote:
kirotheavenger wrote: Heart of the Sun heirloom.
For 5pts more than a plasma pistol it doubles the firerate and adds one strength?
I would advice against comparing anything to Eldar. The codex known for being almost universally above the power curve.
Also I'm not sure if I've addressed this before, but most of your army still has stealth
Your Insidias Scions even have Shrouded. I know you want to represent the stealthy aspect the Scions can take on occasionally, but that isn't how other units work it. Space Marine scouts don't get stealth, they get infiltrate. And stacking stealth and a camocloak onto a model to get shrouded is just insane, that's like Tau's apparently-invisible stealth suits levels of hiding.
Stealth suits have both Shrouded and Stealth for a basic 4+ cover save. That's almost invisible. Shrouded is very, very stealthy.
Space Marines Scouts don't have stealth because they are rookies and, as rule, the Adeptus Astartes doesn't consider reconnaissance and stealth as important. That's why this duty, which is given to specialists and veterans in all other armies in the 40K universe and in our own universe because its so god damn important, is given to the worst Space Marine imaginable. Only Space Wolves and the Raven Guard and their descendants seems to view stealth and scouting as important and, in the case of the Raven Guard, their scout do have stealth (and so do their Space Marines). It's the same thing for the Night Lords who also have stealth.
Ork Kommandos all have the Stealth rule in addition to Infiltrate and Move Through Cover including their Nob. They don't have anything close like a Camocloak. If orks can be this stealthy, why not humans who trained extansively in covert operation like ork kommando do?
Comparing regular Scout Space Marines to Scions would like comparing them to Imperial Guardsmen. Both are not as heavily trained as a full feldge Scion since one is still in training (perhapse not even adults in some country, much larger, heavier and smellier which makes them a lot less discrete) and the other is just a regular G.I Joe. Scions are not ment to be "occasionnaly stealthy" its the other way around. They are "occasionnaly" brazen. Thus, for all these reasons, the Stealth Rule will remain.
I disagree.
Scouts are not rookies - hell, they have a better WS and equal BS to your Scions. Not to mention their augments, and selection process. Read some of the Scout entires as to their typical capabilities and missions - you'll find that they are more than capable of stealth missions. Now, even if the regular Scouts wouldn't what about the dedicated Scout Sergeants who train them and do said stealth operations? No stealth.
I'd be wary of saying the Adeptus Astartes doesn't think stealth is important. The Raven Guard, Ultramarines (Vigil Opertii), Raptors, even the Codex would disagree. Stealth has it's place for the Astartes. However, it is often passed over in place of a shock and awe strike - something also exhibited in Scion lore. And yes, Raven Guard have it, but that's across the Chapter - not specifically on their stealth units.
If Ork Kommandoes get stealth, then why not Space Marine Scouts? There's no reason Scions should get stealth over actual stealth dedicated units, when Scions show more sign of being a shock and awe army rather than a stealthy one. Everything, from their armour, weapons, tactics, wargear highlight them not as a stealth force, but as a rapid strike one. Scions are far more brazen than stealthy. And both basic Scions and Scouts are comparable in ability.
epronovost wrote:Scouts are as young as 18 years old, sometime 16 years old. The average Space Marines start is recruited at age 12 (the prime age for Geneseed Implantation which ends with the Black Carapace at age 18), passes a few years in tank being implanted organs and adapting to them, receives basic military instruction learn how to speak High Gothic, read and write in the case of those who come from feral, feudal world and lower hive. Considering that Space Marines love to recruit there, that represents most of them.
Scions start their training at age 6 and finish it at age 22. The youngest Scion has about 16 years of military training and instruction while the youngest Scout has 6. That's a huge difference in terms of quality of training.
Not quite. A Space Marine is often taken from actual Death Worlds. As such, they are already being trained.
A Scion has to be orphaned first, and as you say, start training at 6. Already, Space Marine has a lead of 6 years.
Space Marine must then attract the favour of the recruiters, and be taken in, usually requiring a feat of incredible skill. This is typically before puberty, around 12 years.
Scions continue their training regardless.
Both are given hypnotherapy, to educate and indoctrinate them. Due to the enhanced cognitive abilities of Astartes, it is reasonable to assume that they can learn very quickly and more. Scions are not as mentally capable.
A Space Marine can spend decades as a Scout. They have a far longer term of service than a normal Scion.
It's not fair to say that a Scout is lesser than a Scion. Not to knock Scion training, but it's no more intense than Space Marine training.
kirotheavenger wrote: Plasma pistols are 15pts for astartes, they maybe be 10pts for guard but guard are only BS3.
It's also a bit more than double damage, instant deathing marines can be pretty significant.
The blood angels have a 25pt relic plasma pistol and it all it does is remove gets hot.
I still really don't think you should be having army-wide scout, you're storm troopers not stealth troopers. And I especially disagree with stacking it.
I will change the price for 25 pts since Instant Death on T4 is indeed rvery good, but I would say that the Relic of the Blood Angel is pure crap that nobody in his right mind would use .10 pts for no Get's Hot is completly overcosted in my opinion.
The stacking of stealth to shrouded to stealth AND shrouded is a core mechanic of those Special Rules. For example, if you take a Tempestus Scion squad beneath the Umbra Mobile Shield Generator, they will have a 4+ cover save in plain sight. That's how the core rule book says those two special rules should interract. They are stackable.
Yes, but having Stealth on SHOCK troops is the issue. They are not stealthy. They're a hard hitting, rapid movement force, relying on close ranged firepower and skill to take out their enemy. Not a bunch of expert stealthers somehow clad in some of the best and heaviest armour available to mortal men.
Absolutely this. You're getting essentially two +1S plasma pistols for an absolute steal. 25 points is far more solid.
I'd also err on another five points for the relic sword - you're getting just under the strength of a power fist, at initiative AP2 (which is on average Space Marine tier), the fact it's two handed affects it little, because if it were a power fist, it wouldn't get another attack anyway (no other specialist weapons). I'm getting an at initiative power fist swapping a pip of strength for master crafted. If we assume that the master crafted cancels out the pip of strength lost, I think it's reasonable to say that at initiative AP2 is more than 5 points.
I indeed changed the Heart of the Sun for 25 pts. It's indeed a better price.
For the Blade of Terra, I would say that 20 pts is a relatively fair price. At S5 you can't instant kill anybody (except my Gretchin HQ, but that doesn't count). It doesn count for a lot in my opinion. Striking at Initiative 4 isn't such a great advantage. Most HQ or good close combat unit strike simultaniously or faster. Those who don't usualy have a T5 or even more. The Initiative malus of the Power Fist isn't an as important malus on a Tempestor Prime or a Commissar Lord than on a Space Marine Captain for example. I would rather knock out the special rule Mastercraft than drop the price. The Blade of Terra is already superior to a "traditionnal" Two-Handed Power Sword which have a S+1, AP:2 stat line anyway.
After play testing the Armis Scions, they would struggle with strength 4 while strength 5 gives them a bit of a fighting chance (those weapons were S+1 for a few days). It's especially true against orks. Scions are really bad against horde units like them and being capable of holding them off with a squad of Armis Scion is really helpful to relieve some pressure around objectives.
So you noticed a weakness, and instead of accepting "Yeah, this is an elite army of GEQs, so they will have some bad matchups," you decided to buff them to make them have no weaknesses?
So you noticed a weakness, and instead of accepting "Yeah, this is an elite army of GEQs, so they will have some bad matchups," you decided to buff them to make them have no weaknesses?
An army shouldn't loose simply because it faces another one. A good codex should give you tools to fight on a somewhat even ground against all other armies else why even play the game. You will still have strength and weakness, but you will have chances of winning against every other army. Armis Scions aren't rolling orks at all. Even with Armis Scions, you would be stupid not to notice that this army is especially good against elite army with low model count like Craftworld Eldars, Sisters of Battle, Tau and Space Marines (but far from unbeatable by any of them due to the low strength of their guns and small numbers). They are much worst against Orks, Tyranids (if they don't go Nidzilla), Guards, Dark Eldar and Skitarii (their worst matchup in my opinion). Armis Scions are holding up at the price of not having as much firepower. They provide tools to fight in a different way and, if you list tailor around them and the Hoplite Formation, present a very different sort of Scion army that can take some by surprise and gives an opportunity to make an army of something else than Aer Scion Bomb + aircrafts. If you make them S4, you will never take them over Aer Scions and especially Ignis Scions, with which they are in direct competition, and are already more tempting then them in most cases. "Bad matchups" at a fundamental level (AKA my codex has no tools to help me fight on a somewhat even ground against another codex) is probably the most discussed problem in 40K as we speak.
I don't know what two-handed swords you're looking at but Blood Angel's have two-handed swords that just get mastercrafted.
We have a 20pt relic for a standard AP2 power sword. Which is btw considered one of our only 2 relics (the rest are total bollocks, such as a safety first plasma pistol for 25pts...)
I meant stacking stealth as in giving Insidious Scions stealth AND a camocloak to get shrouded, no other dedicated stealth unit in the game reaches that point, except maybe Eldar Rangers. But those probably have more time training and the oldest astartes, let alone a human.
kirotheavenger wrote: I don't know what two-handed swords you're looking at but Blood Angel's have two-handed swords that just get mastercrafted.
We have a 20pt relic for a standard AP2 power sword. Which is btw considered one of our only 2 relics (the rest are total bollocks, such as a safety first plasma pistol for 25pts...)
I meant stacking stealth as in giving Insidious Scions stealth AND a camocloak to get shrouded, no other dedicated stealth unit in the game reaches that point, except maybe Eldar Rangers. But those probably have more time training and the oldest astartes, let alone a human.
Eldar rangers do indeed have shrouded thanks to the same shenanigan of stacking stealth and a camo-cloak to get shrouded (Catashan snipers used to have something like that too, but only in jungles and wood terrain and without camocloak). Usualy, eldar rangers are teenagers who don't want to follow the Path because it's long, borring and tedious by design very few of them, the Pathfinders, are dedicated to being rangers for more than a few decades.
The two-handed sword that gives +1 S and AP 2 is the Klaive or the Archite Glaive (Dark Eldar stuff). The Executionner Great Blade of the Sister of Silence is also S +1 and AP 2. These are none artifact level two-handed Power Swords. I did removed the Mastercrafted, but kept the price at 20 pts.
Absolutely this. You're getting essentially two +1S plasma pistols for an absolute steal. 25 points is far more solid.
I'd also err on another five points for the relic sword - you're getting just under the strength of a power fist, at initiative AP2 (which is on average Space Marine tier), the fact it's two handed affects it little, because if it were a power fist, it wouldn't get another attack anyway (no other specialist weapons). I'm getting an at initiative power fist swapping a pip of strength for master crafted. If we assume that the master crafted cancels out the pip of strength lost, I think it's reasonable to say that at initiative AP2 is more than 5 points.
I indeed changed the Heart of the Sun for 25 pts. It's indeed a better price.
For the Blade of Terra, I would say that 20 pts is a relatively fair price. At S5 you can't instant kill anybody (except my Gretchin HQ, but that doesn't count). It doesn count for a lot in my opinion. Striking at Initiative 4 isn't such a great advantage. Most HQ or good close combat unit strike simultaniously or faster. Those who don't usualy have a T5 or even more. The Initiative malus of the Power Fist isn't an as important malus on a Tempestor Prime or a Commissar Lord than on a Space Marine Captain for example. I would rather knock out the special rule Mastercraft than drop the price. The Blade of Terra is already superior to a "traditionnal" Two-Handed Power Sword which have a S+1, AP:2 stat line anyway.
PS: I changed the price.
Let's compare the sword to the fist:
Sword is S5, AP2, and Master crafted. It can't get another attack because of Two Handed. 20 pts.
Fist is S6, AP, Unwieldy. It can't get another attack cause there's no other Specialist Weapons in the Codex. 15 points.
For five points, you replace a point of strength (which, whilst causing ID, only does so to GEQ or Eldar models, who would either have a higher initiative anyway, or also be using a fist of some kind) for master crafted, and ignore Unwieldy for five. If your initiative was very low, 2 perhaps, I'd say five points is fine. But your initiative is 4, and that's equal to the majority of Space Marines, the majority of GEQ, who are wounded on 2+ still, better than Orks, Necrons, etc etc. You have a decent weapon skill, even better on the Lord Commissar, to actually make use of it, with mastercrafted helping a lot.
Even the Blood Angels one only allows for the player to ignore Unwieldy. No strength buffs, no master crafted, and that's the same price as what you're paying now. I understand you want the "zomg AP2 at initiative" relic, but as it is, there's no reason for me ever to take a power fist as this relic remains, unless my character has already bought a relic (the rest of which I think are fairly priced). Take a look at one of the guard relics - they get a S+2 AP3 sword for the same as a power fist. Your guys get an extra point of AP2, and master crafted (master crafted alone is 5 points, as we see from codex: grey knights and Inquisition.)
I'd make it less of an auto take, because this weapon does have potential to be very effective - dropping the strength by one or upping the price by five would be fine.
I've been think of a way to revoncile the stealth thing, because you currently have an army of highly trained specialist stealth storm troopers.
You could give everyone doctrines, either as an upgrade like Guard vets or one for free like Smurf chapter tactics.
These could be like get stealth, melta bombs or deepstrike.
This would allow you to represent the type of missions the scions are on.
Although I'm not a fan of this as this is kind of what formations do (hint hint)
Also I'm generally not a fan of Ignis Scions, you say they're a bit like Sternguard but firstly Scions are pretty much an army of veterans (you're like what deathwatch are to space marines imo) and you can't really a sternguard like unit since since lasguns don't have ammunition
Perhaps you could replace them with a special weapons team of some sort, still using the veterans statline if you like (+1 attack and leadership) but say a 6man team with 3 special weapons, or even like the D-99 which I believe get 5 man squads with 5 special weapons.
Considering that I already removed Mastercrafted, I would say that S: +2, AP: 2 Two-Handed Sword for 20 pts is pretty reasonnable. S:+1, AP: 2 Two Handed Sword for 20 pts appears to me a bit weak, especially on a Tempestor Prime or Commissar Lord. But if you do think its too much, I will augment the price at 25 pts, but retain the S+2
@Kirotheavenger
There is already a form of Special Weapon Squad in the Command Squad of Tempestus Scions. It's a five man squad with the option for up to four special weapons. They also have slightly better stats than regular Scions (one more WS and I).
Ignis Scions, were pretty much exactly like Sternguard, instead of having different special ammo though they have combi-weapons and a few extra grenades and special equipment. Now that they have shifted to Specialised squad with some point requirements at your request, they are now either Sternguard, Vanguard and Techmarine. I can't say I am that satisfied with them right now. They appear a bit too much like the Swiss Knife of the army.
BTW, the very first formation does a bit that by allowing Infiltration to replace Deep Strike. But no matter what, Stealth remains.
The last idea I flirted about universal Stealth on Scion would be to replace Universal Stealth for a Special Rule called Ambush that provides the same bonus should the unit not have moved during their movement phase. I decided to drop it since it would make no difference for Insidias Scions while pretty much all other Scions would almost never benefit from it due to the range of their weapons that forces them to move all the time to stay alive and doing their job. Stealth is one of the most important aspect of this army for two reasons:
1) Scions are a black op. army. They move fast, in utter silence and strike with precision. They are the polar opposite the Astra Millitarum in terms of speed and application of firepower. They are extremely offensive, unlike Sister of Battle who are defensive troops designed to block and push back the enemy's hordes. Unlike Space Marines who are brutal and fast, the Shock Troopers of the Imperium, they can't attack in a good old fashion of shock and awe tactic an enemy strong point because their armor (and bodies) are too weak, their firepower too low and specialised. The Imperium forces are multiple branches that complement each others. Scions, to exist, must do things that no other armed group in the Imperium can do as well as them. Space Marines cannot hold battlefronts of hundreds of kilometers because they aren't numerous enough and don't have enough heavy tanks and artillery. They are too mobile to serves as a shield like Sisters of Battle, neither do they have the number to make a deep system of defense (with the possible exception of Salamanders and Immperial Fist). They are too large and noisy because of their armors and weapons to make good black op troops (with the exception of the Raven Guard and successor of course). Stealth is thus mandatory to represent a specialisation that Space Marines and Sisters don't have. Without it, they are nothing more than Marines in weak armor, no toughess or strength, relatively low and specialised firepower and worse Deep Striking since they don't hanve Drop Pods.
2) Scions have average at beast resistence thanks to 4+ armor save and T3. They are also costing quite a bit. A regular Tempestus Scion cost almost as much as a Space Marine. The firepower needed to wash them of the board is far from being imposing. Stealth allows them to Deep Strike in terrain safely thanks to Move Through Cover and use it at full efficiency thanks to Stealth. It gives them a much needed little boost to their resistence. It also allows them to use Deep Strike, not only as a delivery system for some special weapons in a suicidal manner, but also as a positioning method by unsing the specificity of the board to change battlefield condition and doing it in such a fashion that a stiff output of small arm firepower will destroy them.
Considering that I already removed Mastercrafted, I would say that S: +2, AP: 2 Two-Handed Sword for 20 pts is pretty reasonnable. S:+1, AP: 2 Two Handed Sword for 20 pts appears to me a bit weak, especially on a Tempestor Prime or Commissar Lord. But if you do think its too much, I will augment the price at 25 pts, but retain the S+2
The issue is less the Mastercrafted, and more the AP2 at Initiative. If your initiative was very low, like 2 or 3, I wouldn't be too bothered, but seeing as you're now going at the same time as the "elite" armies, ie Space Marines and Eldar, it does have a marked advantage.
You are able to ignore the armour of every Scion, Ork, Tau, Guardsman, etc etc before they even strike. The Space Marines and Eldar regular troops have to endure your own attacks too, and higher initiative models won't care about that. Still, you are essentially getting a slightly weaker power fist, that still wounds GEQ on a 2+, and wounds MEQ on a 3+, ignoring all armour. It's a pretty powerful weapon - keep Mastercrafted, it's not the issue. It's just too much of an auto-take right now for points.
Again, two handed doesn't really affect the weapon. Power fists essentially have two handed, because there's no other way that I can see to get another Specialist Weapon onto a model with a power fist.
But no matter what, Stealth remains.
Not even when it doesn't fit the fluff of the army?
You're throwing in stealth to make it like they're these masters of stealth and hiding from the enemy. Problem is, that's not Scions. The Scions are so valued because of their initiative in combat, their loyalty, their ability to storm a position (as their prior name - Storm Troopers - suggested) and their skill in doing so. Not for being stealthy.
Their vehicles are fast moving, gunships, flyers, rapid wheeled trucks, their guns are bright and close ranged, their armour is bulky and bright, their very essence is as a speartip, an elite human force capable of the numbers Space Marines can't, with a bit less training and skill.
Guardsmen are the sledgehammer and anvil.
Space Marines are the scalpel.
Scions are the bit between the two - an axe or spear, perhaps.
When were spears stealthy?
I think that Stealth should be removed from Scions as a base, and instead a Scion army given psuedo-Chapter Tactics, such as:
Aerial Doctrine - All Scion units gain Deep Strike, and scatter 1d6 when Deep Striking.
Stealth Doctrine - All Scion units gain Stealth.
Firebase Doctrine - All Scion units may reroll 1s To Hit with any hot-shot weapon.
etc etc
That way, instead of making Scions this shock/stealth hybrid, make the player decide what doctrine their scions are using.
Or, as I feel is appropriate, make Formations for it, and disallow bulkier units (vehicles) and certain infantry units (Aer Scions) and force other units to be taken (Insidias Scions). Or just add Stealth as another rule for the Tempestus Dagger formations.
Stealth army wide is not fitting without specialisation though, because it doesn't fit typical Scion combat doctrine.
There is already a form of Special Weapon Squad in the Command Squad of Tempestus Scions. It's a five man squad with the option for up to four special weapons. They also have slightly better stats than regular Scions (one more WS and I).
Ignis Scions, were pretty much exactly like Sternguard, instead of having different special ammo though they have combi-weapons and a few extra grenades and special equipment. Now that they have shifted to Specialised squad with some point requirements at your request, they are now either Sternguard, Vanguard and Techmarine. I can't say I am that satisfied with them right now. They appear a bit too much like the Swiss Knife of the army.
BTW, the very first formation does a bit that by allowing Infiltration to replace Deep Strike. But no matter what, Stealth remains.
The last idea I flirted about universal Stealth on Scion would be to replace Universal Stealth for a Special Rule called Ambush that provides the same bonus should the unit not have moved during their movement phase.
A command squad is just what it sounds like, it isn't a special weapons squad. You can only have 1-2 max in a standard CAD.
With your auxilliary grenade launcher does that mean they can fire 1 krak, 1 frag, 1 haywire and 1 defensive grenade per game?
I believe the way current auxilliary grenade launchers work is that they can choose between frag/krak grenades and have essentially infinite ammo.
If you wanted to keep it a one-shot thing, it should be a one-shot thing, not a 4 shot thing.
Currently, army wide you have move-through cover and stealth. Many of your more specialist units have scout.
Are your storm troopers really as stealthy as a space marine scout, who's entire role is as a scout.. Your guys are similar to pocket astartes, not guys that do absolutely everything as well as if not better than the relevant specialist troops from the relevant codexs.
Also as a point every other sniper in the game is an actual sniper, your Insidius guys aren't snipers, they're heavy weapons crews.
Also I just noticed your Insidius Scions are BS5, that means they shoot better than a Sternguard veteran.
You're supposed to be the best of the humans, not better than the best of the superhumans.
I know you want them to be better than regular Scions, but you can't. The granularity of 40k doesn't allow it.
Same thing for your squad sergeants.
I think that Stealth should be removed from Scions as a base, and instead a Scion army given psuedo-Chapter Tactics, such as:
Aerial Doctrine - All Scion units gain Deep Strike, and scatter 1d6 when Deep Striking.
Stealth Doctrine - All Scion units gain Stealth.
Firebase Doctrine - All Scion units may reroll 1s To Hit with any hot-shot weapon.
etc etc
That way, instead of making Scions this shock/stealth hybrid, make the player decide what doctrine their scions are using.
Or, as I feel is appropriate, make Formations for it, and disallow bulkier units (vehicles) and certain infantry units (Aer Scions) and force other units to be taken (Insidias Scions). Or just add Stealth as another rule for the Tempestus Dagger formations.
Stealth army wide is not fitting without specialisation though, because it doesn't fit typical Scion combat doctrine.
I quite like this, I'm not a massive fan of everyone having some kind of successor-tactics like Smurfs do, but it seems a popular idea (I guess people want more than a paint job to express their army)
Tau Snipers have BS: 5. They aren't more gifted for precision than humans according to both fluff and rules. Snipers are specialists. Sterguards are mighty space marines with a tacticaly fluid role they are super tactical squads not snipers. That's why they have mid-range weapons, special ammo, great close combat capacity, etc. The comparision isn't apt. Long Fanged are perhapse the only equivalent of long range specialist, but they uses canons, not snipers.
Scouts aren't specialist. They are Space Marine in training who serve a specialist role (they used to have WS: 3, BS: 3 for two edditions because of that). Kommando are specialist. They have move through cover and stealth.
Auxiliary grenade launcher can fire one grenade of each type you have to represent more limited ammunition in terms of grenade. I might change it infinitie ammunition, but that would require a serious price hike.
Tau Snipers have BS: 5. They aren't more gifted for precision than humans according to both fluff and rules. Snipers are specialists. Sterguards are mighty space marines with a tacticaly fluid role they are super tactical squads not snipers. That's why they have mid-range weapons, special ammo, great close combat capacity, etc. The comparision isn't apt. Long Fanged are perhapse the only equivalent of long range specialist, but they uses canons, not snipers.
Scouts aren't specialist. They are Space Marine in training who serve a specialist role (they used to have WS: 3, BS: 3 for two edditions because of that). Kommando are specialist. They have move through cover and stealth.
Auxiliary grenade launcher can fire one grenade of each type you have to represent more limited ammunition in terms of grenade. I might change it infinitie ammunition, but that would require a serious price hike.
Read some books about scouts, they might be training but they're astartes, their training is practically special ops.
You used the example of kommandos, fine we can use those as an example. Your average bloke is as stealthy as a specialist ork stealth unit. That is the issue that I was trying to convey.
Sternguard are the veteran space marines that showed particular aptitude for ranged combat.
Have you seen the Tau sniper drone models? They have a spotter carrying a targeting device about as big as himself. Your Scions are using at best a fancy scope, it doesn't compare.
As I said, I know you want these guys to be elite. But rather than looking at existing elite human troopers (D-99, existing Tempestus, and even astartes) you're looking at all the different specialist troopers in every codex you can find and going ''why can't Scions do that if [insert dedicated specialist unit here] can too?''
You're going to (and to a large extend have) end up with an army so disproportionately elite everyone would beg Matt Ward to return.
Tau Snipers have BS: 5. They aren't more gifted for precision than humans according to both fluff and rules.
The Tau "sniper" doesn't actually fire a shot. He acts as a spotter for the sniper drones, and spots using the giant markerlight device - which we can logically assume increases his BS without creating redundant equipment.
Snipers are specialists. Sterguards are mighty space marines with a tacticaly fluid role they are super tactical squads not snipers. That's why they have mid-range weapons, special ammo, great close combat capacity, etc. The comparision isn't apt. Long Fanged are perhapse the only equivalent of long range specialist, but they uses canons, not snipers.
Sternguard are actually the best shots and ranged combatants in their Chapter. They are shooting experts, as Vanguard are combat experts.
Funnily enough, Tactical Squads aren't just scrubs. They're actually the most experienced of all the non-Veteran Space Marines. Progression goes Scout, Devastator, Assault Marine, Tactical. The progression above that is squad sergeant or Veteran. Tactical Marines are already super - no need for super Tactical Squads. The Vanguard and Sternguard are just Veterans that are experts of their variety of combat and split into squads.
Scouts aren't specialist. They are Space Marine in training who serve a specialist role (they used to have WS: 3, BS: 3 for two edditions because of that). Kommando are specialist. They have move through cover and stealth.
Really not true.
A Scout IS a Space Marine in training. They aren't fit to be frontlines like the rest of their power armoured brethren. Instead, they are given the role of acting as the stealth and support specialists of their Chapter, taking on evasive and sabotage roles like a traditional scout and stealther. Not in the thick of combat. They are the stealth specialists of their Chapter.
Kommandos are very ingenuitive in their stealth. I won't say they shouldn't have it. I just think that if Scions can get it army-wide, why not Scouts?
Tau Snipers are spotters and shooter for drones they remote control indeed, but they also have a side arm they can shoot at BS 5. They do have markerlight, but they have BS 5 without using them and BS 6 when they do (or reduce the cover). What makes you say that Insidias Scions don't have all sorts of scopes and targetting devices?
There is no such thing as a Sternguard, Vanguard and Terminator specialist. There is only veterans who select in the Chapter armory the weapons that are going to be the most useful. Because of the specificity of the Space Marine training, there is no such thing as specialisation. A Veteran might be a Sterguard in a battle and a Vanguard in the other should the tactic favor one style or the other.
@kirotheavenger
My standard bloke is a man or woman with a training and a quality that compares to a fully trained Space Marine (AKA a young Devastator, but who lacks all the genetic enhancement that makes the Space Marine superior) in the same domain than that of the ork kommando. If I was to make an fandex on Boss Snikrot, everybody, even the lowly bloke would have Stealth because they are all a form of Kommando. It's the same thing. My army is an expansion where the lowly bloke is the elite scout and stealth unit of another Codex: Astra Millitarum.
I am happy at your attempt to try a rewrite of the Scion Codex. I Have been playing Scions for about 3 years now and get a game in about once a week. The army is playable up to about 1500 points if it is a CAD game but outside of that you might as well not even show up. I really believe the codex could be fixed with several small changes that would make them mildly competitive while staying in the fluff.
The Tempestor Prime needs 3 wounds, a refactor field and, LD9 stubborn.
Tempestor stat line WS4 BS4 S3 T3 W1 A2 I4 LD8 Stubborn. Give them access to melta bombs.
Scions stat line WS4 BS4 S3 T3 W1 A1 I4 LD 8.
Hot-shot lasgun as Assault 2 instead of rapid fire.
Taurox Prime should be Armor 11 all around. and have a points dropped to around 65pts. Give its missile launcher access to Skyfire of flak missiles. Reduce the cost of the Auger Array to 10-15 points.
Give their codex access to the Vendetta.
Don't Make there be different types of scion squads. They dont need a "Elite" choice from the codex. Let them take doctrines the same way IG veterans can. Make a stealthy infiltration doctrine upgrade, a close combat upgrade doctrine upgrade, a specialized deep strike upgrade. The squad would purchase the upgrade and gain a few special rules and equipment choices.
Utilize the Clarion Vox Network as a Orders bubble. Think of it as a 18 in. combat doctrines bubble like the space smurfs. The tempestor prime chooses a doctrine and all units within that bubble can use it if thy pass a Ld check. You can still use the Vox-castor for re-rolls. Let the tempestor issue orders to his own squad that give them small boosts (sniper, ignores cover, fleet....)
Allow them to combat squad like space marines. This would allow you make some real tactical decisions like have half of them sit on a objective will the others hunt a tank or one group lays down suppression fire with volley guns while the other group closes with the enemy.
The only way I can see them with a Elite, Heavy Support, or LoW codex choice if it was some kind of flyer. If you want those just bring in allies or imperial knights.
The only other formation they really need is a dedicated deep strike one. Think of something like the Nemesis Strike Force that allows them to alpha strike the enemy.
Tau Snipers are spotters and shooter for drones they remote control indeed, but they also have a side arm they can shoot at BS 5. They do have markerlight, but they have BS 5 without using them and BS 6 when they do (or reduce the cover). What makes you say that Insidias Scions don't have all sorts of scopes and targetting devices?
There is no such thing as a Sternguard, Vanguard and Terminator specialist. There is only veterans who select in the Chapter armory the weapons that are going to be the most useful. Because of the specificity of the Space Marine training, there is no such thing as specialisation. A Veteran might be a Sterguard in a battle and a Vanguard in the other should the tactic favor one style or the other.
@kirotheavenger
My standard bloke is a man or woman with a training and a quality that compares to a fully trained Space Marine (AKA a young Devastator, but who lacks all the genetic enhancement that makes the Space Marine superior) in the same domain than that of the ork kommando. If I was to make an fandex on Boss Snikrot, everybody, even the lowly bloke would have Stealth because they are all a form of Kommando. It's the same thing. My army is an expansion where the lowly bloke is the elite scout and stealth unit of another Codex: Astra Millitarum.
Do a codex on stealth specialists, but those specialists aren't Tempestus. Tempestus are storm troopers, if you want a stealth codex why are they flying aircraft with more firepower than battle tanks?
There is a very good reason that Insidious Scions don't have the same equipment that a Tau firespotter doesn't have, and that reason is that the equipment is as big as the spotter and precludes him from firing a rifle.
He fires his pistol at BS5 because 40k has no system for different guns using different BS.
You say in one sentence that your guys have all training of a Devastator yet are as stealthy as the stealthy people in other codex's.
Sternguard veterans are those veterans that excelled at range combat, not those veterans that decided to pick up a bolter that day. It's in the codex. They occupy the same statline because that's how 40k works, if they made them BS5 they're now as good shots as some of the best shots in the galaxy, BS6 or higher is exceedingly rare.
You have sergeants getting BS5 simply because they're sergeants, and heavy weapons teams getting BS5 because you're calling them snipers.
I've said it before and I'll say it again, 40k doesn't have the granularity to allow better shots to be better shots, because even a stat change of 1 up or down is a massive difference both in performance and in relative terms.
BTW, the Sergent are all with the same stats then the unit they follow with one more Ld and A which is standard in all of 40K with a few exception.
The Tempestor Secundus is a junior officer like the Platoon leader who does have +1 WS, BS, A and Ld in the Imperial guard Codex. Mine Gets +1 BS, A, W and Ld. They are, due to their role, more similar to Chaplain or Librarian in a sense they are second in command as the name Secundus was supposed to imply. So no, my sergeant don't have BS 5 because they are sergent, they have BS 5 because they are officers and officers do have perks that sergent don't.
My snipers aren't a heavy weapon team because their weapons are weaker than the weakest heavy weapon (the Heavy Bolter in their case).
Tau Snipers have BS 5 without the massive boost of markerlight technology. They are even better with it. Their big screen is because the remote control 3 drones at the same time. They thus need three screens and control panels to pilot them. This take a lot of space. If tau can be BS 5 on sniper, why not similar specialist from other armies?
Your whole army enjoys +1 leadership because they're veterans.
An imperial guard veteran is BS4, but BS4 is the standard until you get to really fething good shots, because that's how 40k works.
A sergeant is an officer and an officer is a sergeant. Just because a quirk of the imperial guard is orders doesn't mean their sergeants are any more elite than others.
I would take a heavy hot-shot rifle over a heavy bolter any day. S6 AP3 on a BS5 platform is *insane*. And like I said, every other sniper ever is an actual sniper.
Insidious Scions should not be significantly better shots than elite space marines, hell I'm pretty sure even Eldar Rangers are only BS4
The big targetting device the Tau firespotter gets isn't the markerlight, markerlights are way smaller.
He is not similar to your Tempestus either. Firstly your Tempestus are stealth specialists still. Secondly, he carries around a bigarse targeter. Thirdly, you're carrying heavy weapons.
Your Scions are far too elite. They're supposed to be humans, you are pushing them to boundaries surpassing the elite superhumans!
Why? Because this one alien has it under completely different circumstances and I want it.
He has it on the exact same circomstances with the same sort of efficiency (which is rather average). Both of them are sniper specialists. The only different is that one is behind friendly lines and uses several drones piloted simultaniously thanks to a drone controler, which according to its description doesn't have any sort of advanced targetting device. If it has it in its description outside of your imagination, please show it to me else we might very well say that this tau who are no superior to humans in terms of capacity is just that good of a shot. The drone controller is described as screen and controler for a handful of drones with an integrated Markerlight System that can boost its BS further. The only difference between the two of them is that Insidias Scions line their shot without having to proxy through a drone and operate behind enemy line instead of behind friendly lines. BTW, snipers are heavy weapons by pure definition of the rule. They are all heavy 1. so is this one.
S6 AP: 3 on BS5 platfrom will kill surely one man per turn per man UNLESS they have cover saves, invulnerable saves, feel no pain, reanimation protocol, you know stuff that everybody can get or easily ignore thanks to numbers (who cares about three dead orks per turn). At 35 pts pieces, just shoot them with an ignore cover weapon like, let say a Whirlwind, or worse a Wyverne that cost less than the full squad and outrange them by 18' and your problem has just disapeared in a big ass explosion. After play testing them, no, they are rather well priced and not all that dangerous, but they are pretty good at killing high value elite units that aren't TEQ or in dense cover. They are no better, point for point, than Tau Sniper Drones units.
An Imperial Guard Junior Officer Stats is WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+. The base stats of a guardsmen is WS: 3 BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 5+, a sergent guardsmen is WS: 3 BS: 3, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+. A Tempestor Secundus is WS: 4, BS: 5, S: 3, T: 3, W: 2, I: 4, A: 2, Ld: 8, SV; 4+. Compared to the base stats of a Tempestus Scion the boost is almost identical as the boost between Junior Officers and regular guardsmen which is what they are supposed to be Junior Officers. Yes, junior officers always had superior stats to sergent and regular troopers because being an officer and not just as squad leader means higher stats in 40K.
Scions are human and none of them is surpassing the superhuman Space Marines at anything but stealth (and even then, Raven Guard equals them in that domain and all others). BS 5 isn't above and behond what Space Marines can have. Why should i care more about what Space Marines have with Scouts and Sternguard than what Tau and Orks have with units that are actually closer in design and battlefield roles? Space Marines aren't really closer to humans than orks or taus except perhapse in general appearence.
Tau Snipers are spotters and shooter for drones they remote control indeed, but they also have a side arm they can shoot at BS 5. They do have markerlight, but they have BS 5 without using them and BS 6 when they do (or reduce the cover).
And this is most likely because the writers haven't figured a way to have a model with split BS.
What makes you say that Insidias Scions don't have all sorts of scopes and targetting devices?
Because I have no model for them, and they have nothing indicating that in their lore. And that also apllies to Scion Sergeants. Giving them BS5, better than actual SUPERHUMANS, because they're snipers is not appropriate.
There is no such thing as a Sternguard, Vanguard and Terminator specialist.
Not true. Codex says otherwise.
There is only veterans who select in the Chapter armory the weapons that are going to be the most useful. Because of the specificity of the Space Marine training, there is no such thing as specialisation. A Veteran might be a Sterguard in a battle and a Vanguard in the other should the tactic favor one style or the other.
Again, not true. The Codex makes it very clear that there are different specialities in the First Company.
@kirotheavenger
My standard bloke is a man or woman with a training and a quality that compares to a fully trained Space Marine (AKA a young Devastator, but who lacks all the genetic enhancement that makes the Space Marine superior) in the same domain than that of the ork kommando.
So they wouldn't have stealth then. In fact, if they were as well trained as a Devastator, they would have WS4 and BS4. S, T, I, W, A, Ld would not be affected for this. Devastators have no Stealth. Why should yours?
If I was to make an fandex on Boss Snikrot, everybody, even the lowly bloke would have Stealth because they are all a form of Kommando. It's the same thing. My army is an expansion where the lowly bloke is the elite scout and stealth unit of another Codex: Astra Millitarum.
But that's not Scions.
If you want to make an army of Stealth Guardsmen, go ahead. But don't try and take Scions out of their role. They are Shock Troopers, hard and fast hitters, not stealth experts.
epronovost wrote:BTW, the Sergent are all with the same stats then the unit they follow with one more Ld and A which is standard in all of 40K with a few exception.
The Tempestor Secundus is a junior officer like the Platoon leader who does have +1 WS, BS, A and Ld in the Imperial guard Codex. Mine Gets +1 BS, A, W and Ld. They are, due to their role, more similar to Chaplain or Librarian in a sense they are second in command as the name Secundus was supposed to imply. So no, my sergeant don't have BS 5 because they are sergent, they have BS 5 because they are officers and officers do have perks that sergent don't.
But that runs counter to what you outlined a Sergeant/Officer gets.
You said that a normal Sergeant upgrade is typically a point of WS, a point of BS, a extra attack, and extra Ld. However, the scaling of 40k doesn't allow that with Junior Officer-come-Sergeants. It's simply ludicrous to believe that the equivalent of a Sergeant of the Tempestus (which already have Sergeants, why reinvent the wheel?) is a better shot that a genetically engineered veteran of the most prestigious fighting force of the Imperium?
My snipers aren't a heavy weapon team because their weapons are weaker than the weakest heavy weapon (the Heavy Bolter in their case).
But they aren't Snipers - they don't have the Sniper rule. If they are just using something like a lascannon to snipe, fair play. But it doesn't make them snipers.
Tau Snipers have BS 5 without the massive boost of markerlight technology. They are even better with it. Their big screen is because the remote control 3 drones at the same time. They thus need three screens and control panels to pilot them. This take a lot of space. If tau can be BS 5 on sniper, why not similar specialist from other armies?
Because if we look at snipers from other armies, we see that just "being a sniper" doesn't mean anything for BS.
I can take sniper rifles on Imperial Guard special weapon teams. No BS buff.
Scouts can get snipers. No BS buff.
Kroot can have snipers. No BS buff.
Stalker bolter Deathwatch. No BS buff.
Eldar Pathfinders. No BS buff.
Still want to say that having a sniper makes you a better shot instantly? The Tau is the anomaly here.
kirotheavenger wrote:Your whole army enjoys +1 leadership because they're veterans.
An imperial guard veteran is BS4, but BS4 is the standard until you get to really fething good shots, because that's how 40k works.
A sergeant is an officer and an officer is a sergeant. Just because a quirk of the imperial guard is orders doesn't mean their sergeants are any more elite than others.
This. Veterancy is very understated, because of the granularity of 40k. A Scout is not as good of a shot as a Sternguard Veteran, yet the game doesn't reflect that. A Scout is just as good with a blade as a Vanguard Veteran, yet that isn't shown.
A simple +1 Ld and BS shows your Veterancy. Having BS4 for a human is VERY good. Being BS5 on base infantry is too good.
Your Scions are far too elite. They're supposed to be humans, you are pushing them to boundaries surpassing the elite superhumans!
This is the issue. You're trying to push Scions into a niche they aren't meant to fill (stealth and infiltration) and be elite - the problem is, they're elite to HUMANS. Not genetically engineered demigods. Space Marines are given just as, if not more, arduous training as Scions, and their genetic implants only make them stronger. They'll survive more, meaning they will live longer to gain yet more experience. Scions, whilst absolutely the pinnacle of human ability, are still not as good as Astartes. This just isn't reflected - you're making Space Marines minus a few things and plus all the rest.
Howscat wrote: Don't Make there be different types of scion squads. They dont need a "Elite" choice from the codex. Let them take doctrines the same way IG veterans can. Make a stealthy infiltration doctrine upgrade, a close combat upgrade doctrine upgrade, a specialized deep strike upgrade. The squad would purchase the upgrade and gain a few special rules and equipment choices.
Utilize the Clarion Vox Network as a Orders bubble. Think of it as a 18 in. combat doctrines bubble like the space smurfs. The tempestor prime chooses a doctrine and all units within that bubble can use it if thy pass a Ld check. You can still use the Vox-castor for re-rolls. Let the tempestor issue orders to his own squad that give them small boosts (sniper, ignores cover, fleet....)
epronovost wrote: He has it on the exact same circomstances with the same sort of efficiency (which is rather average). Both of them are sniper specialists. The only different is that one is behind friendly lines and uses several drones piloted simultaniously thanks to a drone controler, which according to its description doesn't have any sort of advanced targetting device. If it has it in its description outside of your imagination, please show it to me else we might very well say that this tau who are no superior to humans in terms of capacity is just that good of a shot. The drone controller is described as screen and controler for a handful of drones with an integrated Markerlight System that can boost its BS further. The only difference between the two of them is that Insidias Scions line their shot without having to proxy through a drone and operate behind enemy line instead of behind friendly lines. BTW, snipers are heavy weapons by pure definition of the rule. They are all heavy 1. so is this one.
But your "sniper" lacks the actual Sniper rule. It's no more a sniper than a lascannon.
S6 AP: 3 on BS5 platfrom will kill surely one man per turn per man UNLESS they have cover saves, invulnerable saves, feel no pain, reanimation protocol, you know stuff that everybody can get or easily ignore thanks to numbers (who cares about three dead orks per turn). At 35 pts pieces, just shoot them with an ignore cover weapon like, let say a Whirlwind, or worse a Wyverne that cost less than the full squad and outrange them by 18' and your problem has just disapeared in a big ass explosion.
A Wyvern/Whirlwind has no AP4 Ignores Cover shell.
After play testing them, no, they are rather well priced and not all that dangerous, but they are pretty good at killing high value elite units that aren't TEQ or in dense cover. They are no better, point for point, than Tau Sniper Drones units.
I don't care about three dead Orks or Guardsmen. I care about the three dead Sternguard Veterans that just got shot by people with better BS than them.
An Imperial Guard Junior Officer Stats is WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+. The base stats of a guardsmen is WS: 3 BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 5+, a sergent guardsmen is WS: 3 BS: 3, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+. A Tempestor Secundus is WS: 4, BS: 5, S: 3, T: 3, W: 2, I: 4, A: 2, Ld: 8, SV; 4+. Compared to the base stats of a Tempestus Scion the boost is almost identical as the boost between Junior Officers and regular guardsmen which is what they are supposed to be Junior Officers. Yes, junior officers always had superior stats to sergent and regular troopers because being an officer and not just as squad leader means higher stats in 40K.
Yes, but your JUNIOR officers being better shots than Space Marines? The scale between a Guard Sergeant and Platoon Officer is pretty big. There are lots of Sergeants, far less Platoon Commanders, because Sergeants tend to be killed off easily enough. Your Scions don't have such a rate of attrition, and as such, wouldn't have such a power gap.
Not to mention the fact you have Junior Officers leading basic units instead of Sergeants - you just removed Sergeants with a logical power gap, and just made every Sergeant an officer. That makes no sense. Make your Sergeants actual Sergeants, and then have Junior Officers as the rarer role they are, worthy of the BS upgrade.
Scions are human and none of them is surpassing the superhuman Space Marines at anything but stealth (and even then, Raven Guard equals them in that domain and all others).
Except the Raven Guard are renowned as being EXTRAORDINARLY stealthy. If you gave base Scions stealth, they become better at Stealth than the actual Stealth specialists of the Marines - the Scouts.
BS 5 isn't above and behond what Space Marines can have.
No - it's above what MOST Space Marines have. Your SERGEANT equivalents are better shots that Space Marines who have probably tripled, quadrupled their lifespan and seen so much more conflict.
BS5 isn't above what Space Marines *can* have. It's above what Space Marines, barring a few exceptions (their LEADERS, not Sergeants or Veterans) *DO* have.
Why should i care more about what Space Marines have with Scouts and Sternguard than what Tau and Orks have with units that are actually closer in design and battlefield roles? Space Marines aren't really closer to humans than orks or taus except perhapse in general appearence.
Because this game is also about the fluff. And fluff dictates that Scions and Space Marines are both human. However, one is an elite human, other is an elite SUPERhuman. That kind of limits Scions.
Automatically Appended Next Post:
Bobthehero wrote: Scions can serve as stealth/infiltrators, they're special forces, their role is really varied
It doesn't seem that way. They have heavy armour, short ranged weapons, and lots of fast, loud vehicles. Not exactly stealth material.
Not to mention that they are regarded as STORM troopers - not STEALTH troopers. I understand they're special forces, and are very good at it. They're the best human soldiers, possibly barring Sororitas, for a reason. But they're specialised at being SHOCK troops. Not stealth.
My standard bloke is a man or woman with a training and a quality that compares to a fully trained Space Marine (AKA a young Devastator, but who lacks all the genetic enhancement that makes the Space Marine superior) in the same domain than that of the ork kommando.
So they wouldn't have stealth then. In fact, if they were as well trained as a Devastator, they would have WS4 and BS4. S, T, I, W, A, Ld would not be affected for this. Devastators have no Stealth. Why should yours?
You missed the second part of the argument that says they have the same training quality than young devastator Marines, but specialised in Black op. not as Shock Troopers like Devastator. You can repeat that you believe Scions to be shock troopers, I will repeat that they are Black op.
Storm Troopers derive their names from the assault section established by the German Army in 1917. These units had specialised equipment and training and were tasked to infiltrate the first trench to attack the second one and thus disrupt severly the three level system of defense of 1915 to 1918. To do so they required excellent stealth doctrine to slip by the first lines of defense and cross the No Man's Land without getting spotted and killed (all that with more weapons and equipment than a normal unit). They also needed special training with grenade launchers, flamers and short range guns to wash trenches clean of enemies quickly. Stealth is the very fundamental of Storm Troopers. Without it, they are sitting ducks and exposed to enemy in the middle of their defensive system. Storm Trooper means assault troopers not shock troopers. They use subterfuge and ambush to throw an enemy in chaos not naked strength. Armored Companies did that job. Troopers who were transporting heavy weapons and supported by tanks. In 40K the tanks happen to be people: the Space Marines. They are the Shock Troopers. Carapace Armor are heavy compared to flak, but rather light and not very noisy. If stealth wasn't essential Storm Troopers would be in power armor since they can totally afford it.
If you want to make an army of Stealth Guardsmen, go ahead. But don't try and take Scions out of their role. They are Shock Troopers, hard and fast hitters, not stealth experts.
I am continuing the trend that GW gave them in the Millitarum Tempestus codex which makes them Shock Troopers with a strong Black op streak to a full Black op army so that they can truly be soemthing else than one of the gak unit of the Guard codex and poor Space Marines copycats.
I can take sniper rifles on Imperial Guard special weapon teams. No BS buff.
Scouts can get snipers. No BS buff.
Kroot can have snipers. No BS buff.
Stalker bolter Deathwatch. No BS buff.
Eldar Pathfinders. No BS buff.
Still want to say that having a sniper makes you a better shot instantly? The Tau is the anomaly here.
None of these choices present a fully trained and specialised Sniper. A Scout Space Marine with a Sniper is a Space Marine in training with a precision rifle. Tomorrow, he might train with swords and the day after with a short range bolter. Not a specialist. Kroots are auxiliary militia. They aren't trained specialist soldiers. Stalker Bolters for Deathwatch? A weapon that get passed around the squad wileded by a Space Marine who trained more in fencing than shooting or just as much. That's the definition of a generalist. Eldar Rangers and Imperial Guardsmen are the only exception. Neither of them are elite forces considering their position. BTW, I think you just named and detailed one of the reason why sniper are considered such a poor choice. They aren't more precise than regular guns and not much more deadly.
From a game perspective not really if the unit is a sniper. From a fluff perspective it's debatable. You are not making bad points, but the Tau example and the fact that there is very few specialised snipers in elite army doesn't allow do draw much comparision on that specific point.
BTW: the Heavy Rifle doesn't have the Sniper special rules because it states that it wounds on a 4+. It as all the rules connex to sniper like pinning, heavy 1, rending and precision shot. It's kind of an hybrid weapon to circomvant the terrible rule Sniper.
Eldar Rangers are elite force. They have literally dedicated their entire, excessively long, life to being snipers.
They weren't simply found to be a good shot during basic.
From a fluff perspective your humans, no matter how experianced, cannot be reconciled as better shots than space marine specialists. Even if we assume Sternguards are right on the cusp of being BS5 and Insidious' on the cusp of being BS4, it's just not happening in the fluff. Same for gameplay, your Insidious have half the miss rate, that is HUGE.
Whether or not you feel snipers fit your wish of a weapon capable of blowing holes through marines, that's what they are. Every single army follows that, why are you special?
Black ops does not equal everyone gets stealth and move through cover. In the fluff space marines are scalpels, that doesn't mean they all get precision shots or whatever.
My standard bloke is a man or woman with a training and a quality that compares to a fully trained Space Marine (AKA a young Devastator, but who lacks all the genetic enhancement that makes the Space Marine superior) in the same domain than that of the ork kommando.
So they wouldn't have stealth then. In fact, if they were as well trained as a Devastator, they would have WS4 and BS4. S, T, I, W, A, Ld would not be affected for this. Devastators have no Stealth. Why should yours?
You missed the second part of the argument that says they have the same training quality than young devastator Marines, but specialised in Black op. not as Shock Troopers like Devastator. You can repeat that you believe Scions to be shock troopers, I will repeat that they are Black op.
So you're not making Scions. You're making something CALLED Scions, but aren't actually what GW has made them out to be.
Let's go over what we have on Scions:
Lexicanum wrote:Tempestus Scions, also known as Storm Troopers in Low Gothic, are the elite shock troops of the Imperial Guard and Militarum Tempestus.[1] They are trained to carry out special operations such as deep strike assaults, reconnaissance and infiltration beyond enemy lines.
As we can see, emphasis on being SHOCK troops. We see they are speciliased in Deep Striking (which can be represented by the Deep Strike rule), reconnaissance (represented by the Scout USR) and infiltration (represented by the Infiltrate USR).
Nothing highlights a skill in stealth. Now, let's compare that to Scouts.
Lexicanum wrote:...their role is to range ahead of the main Space Marine force, preparing the way for the main advance by infiltrating enemy lines, sabotaging and gathering intelligence..
So, as we see, infiltrating (Infiltrate USR), gathering intelligence, the role of a Scout (Scout USR).
I see nothing that signifies Scions to be more stealthy than Scouts.
If you want to make an army of Stealth Guardsmen, go ahead. But don't try and take Scions out of their role. They are Shock Troopers, hard and fast hitters, not stealth experts.
I am continuing the trend that GW gave them in the Millitarum Tempestus codex which makes them Shock Troopers with a strong Black op streak to a full Black op army so that they can truly be soemthing else than one of the gak unit of the Guard codex and poor Space Marines copycats.
So you're retconning Scions.
Why not just make up a new faction of Imperial black ops guys, and leave the shock troops as they are?
I can take sniper rifles on Imperial Guard special weapon teams. No BS buff.
Scouts can get snipers. No BS buff.
Kroot can have snipers. No BS buff.
Stalker bolter Deathwatch. No BS buff.
Eldar Pathfinders. No BS buff.
Still want to say that having a sniper makes you a better shot instantly? The Tau is the anomaly here.
None of these choices present a fully trained and specialised Sniper. A Scout Space Marine with a Sniper is a Space Marine in training with a precision rifle. Tomorrow, he might train with swords and the day after with a short range bolter. Not a specialist. Kroots are auxiliary militia. They aren't trained specialist soldiers. Stalker Bolters for Deathwatch? A weapon that get passed around the squad wileded by a Space Marine who trained more in fencing than shooting or just as much. That's the definition of a generalist.
Stalker bolters are not passed around a squad - they are the chosen weapons of the Veteran who wields it. Kroot can be upgraded to have sniper rounds, which make them more of sniper than yours (who don't even carry Sniper weapons), and Scouts are still required to master the sniper rifle if they want to proceed. Their versatility doesn't make them any worse - they're still very good shots.
Eldar Rangers and Imperial Guardsmen are the only exception. Neither of them are elite forces considering their position. BTW, I think you just named and detailed one of the reason why sniper are considered such a poor choice. They aren't more precise than regular guns and not much more deadly.
So you're upset because you can't have what you want from a sniper and decided to break fluff by making a Scion a better shot than a demigod quadruple his age and experience?
Why not just fix snipers?
From a game perspective not really if the unit is a sniper. From a fluff perspective it's debatable. You are not making bad points, but the Tau example and the fact that there is very few specialised snipers in elite army doesn't allow do draw much comparision on that specific point.
Scouts, Kroot and Deathwatch are all still valid, and Eldar Pathfinders are snipers in an elite army all the same.
BTW: the Heavy Rifle doesn't have the Sniper special rules because it states that it wounds on a 4+. It as all the rules connex to sniper like pinning, heavy 1, rending and precision shot. It's kind of an hybrid weapon to circomvant the terrible rule Sniper.
So you admit the real issue - you want YOUR idea of a sniper, not GW's. The problem then becomes GW's portrayal of a sniper. Why not actually address that, and then have a Sniper? I mean, leave the Insidias as they are, by all means, but their weapons are just as much a sniper as a lascannon.
Stormtrooper is just a name, like JTF2 or Delta Force, if you base everything of names, why aren't SPACE Marines limited to SPACE operations, or ship board operations?
Why are GUARDsmen used as an offensive, when clearly their name means they must be GUARDing everything.
And he's not retconning Scion, he litteraly said he's using the newest codex as an inspiration. They are one of the Imperium Black Ops unit, but they're also used as schock troops.
And lastly, its nice to see not all the good is reserved to Space Marines, using their existence as an argument to prevent other Imperial faction from having nice things is a real slap to the face.
Bobthehero wrote: Stormtrooper is just a name, like JTF2 or Delta Force
What about what this then?
Lexicanum wrote:Tempestus Scions, also known as Storm Troopers in Low Gothic, are the elite shock troops of the Imperial Guard and Militarum Tempestus.
They're shock troops. It literally says so.
And he's not retconning Scion, he litteraly said he's using the newest codex as an inspiration. They are one of the Imperium Black Ops unit, but they're also used as schock troops.
Does it mention about their ability at stealth? It mentions that, in their role as Shock Troops, they are skilled at Deep Striking, recon, and infiltration. These are all better represented with the USRs they correspond to.
Nothing to do with stealth. Once Scions deviate from their intended role as shock troops, as GW have stated, they are not really Scions any more.
And lastly, its nice to see not all the good is reserved to Space Marines, using their existence as an argument to prevent other Imperial faction from having nice things is a real slap to the face.
Scions are, by fluff, no more skilled than an Astartes. That's their niche - more numerous than Marines, more skilled than Guard. They fill their own niche, but are NOT SM tier. That doesn't mean they can't be balanced to fight Marines. It just means that a Scion's stats, namely BS, should not be better than a Marines', for fluff reasons.
If you want Scions to have better snipers, use the sniper rules and actually improve all snipers. At the moment, these "snipers" are just as much a sniper as a Devastator Squad with lascannons.
Why not have something similar to D-99 'Decimator' Squads?
1-4 Veterans, 1-4 Veteran snipers.
Veteran snipers get a sniper rifle (not a pocket lascannon)
Veterans can get magnoculars (give the snipers a 60'' range and night vision)
Now, fitting that into Scions a bit better.
Give the squad access to camo cloaks, perhaps make them hotshot snipers (let's face it, wounding on a 4+ is a nice benefit for small arms hot-shot lasfire)
Automatically Appended Next Post: Also, I'm still not sure exactly what role Armis Scions perform, at least from a fluff perspective.
They're tanky melee troops, meant to slowly advance under fire protecting those behind.
That just doesn't fit any of the previously mentioned Scion roles (Deep striking, infiltrating and scouting).
Bobthehero wrote: They could also get the Hellshot mentionned in one of the older book, its essentially a sniper using autocannon round.
Strength 7 AP4 Heavy 1?
Yeah I suppose.
I'd think they should either get a conventional sniper like everyone else ever. Or perhaps a 36'' AP3 sniper weapon. You've still got a sniper rifle that astartes would be envious of. (BTW I'm pretty sure astartes snipers are described in the fluff as being hot-shot weapons, so really you're taking liberties if you use the AP3 one).
kirotheavenger wrote: Also, I'm still not sure exactly what role Armis Scions perform, at least from a fluff perspective.
They're tanky melee troops, meant to slowly advance under fire protecting those behind.
That just doesn't fit any of the previously mentioned Scion roles (Deep striking, infiltrating and scouting).
I could see a use for the Arnis, but it would be a singular use. As Shock Troops, having a bulwark unit, so to speak, would be effective, especially at setting up breachheads and whatnot. However, they could easily have less of a melee focus, if necessary, or even a double profile - a melee one, and an arbalest sort of unit, using shieldwalls to draw enemy fire, and providing cover for the rest of the Scions?
They could have a use, less so for infiltration or scouting, but certainly as a shock unit, they work.
kirotheavenger wrote: Also, I'm still not sure exactly what role Armis Scions perform, at least from a fluff perspective.
They're tanky melee troops, meant to slowly advance under fire protecting those behind.
That just doesn't fit any of the previously mentioned Scion roles (Deep striking, infiltrating and scouting).
I could see a use for the Arnis, but it would be a singular use. As Shock Troops, having a bulwark unit, so to speak, would be effective, especially at setting up breachheads and whatnot. However, they could easily have less of a melee focus, if necessary, or even a double profile - a melee one, and an arbalest sort of unit, using shieldwalls to draw enemy fire, and providing cover for the rest of the Scions?
They could have a use, less so for infiltration or scouting, but certainly as a shock unit, they work.
I like that arbalest idea. Perhaps taking a leaf out of the 30k Legion Breachers book?
Not sure what guns they would have though. Shotguns? The S4 ones. Maybe with upgrade options for grenade launchers?
Bobthehero wrote: They could also get the Hellshot mentionned in one of the older book, its essentially a sniper using autocannon round.
Strength 7 AP4 Heavy 1?
Yeah I suppose.
Something like that, with a reroll to penetrate because its described as anti-materiel rifle. And the sniper rules.
The longlas-hotshot pack vs hotshot laguns is a bit of mess to be honest, it was simpler when hotshots were named hellguns (tho they lacked AP3)
I reckon rending would cover the anti-material part.
I meant what I said as in astartes snipers are full on hotshot sniper rifles, backpack power supply and everything.
I have to agree on the hellguns thing though, but alas.
Lexicanum wrote:Tempestus Scions, also known as Storm Troopers in Low Gothic, are the elite shock troops of the Imperial Guard and Militarum Tempestus.[1] They are trained to carry out special operations such as deep strike assaults, reconnaissance and infiltration beyond enemy lines.
As we can see, emphasis on being SHOCK troops. We see they are speciliased in Deep Striking (which can be represented by the Deep Strike rule), reconnaissance (represented by the Scout USR) and infiltration (represented by the Infiltrate USR).
Nothing highlights a skill in stealth. Now, let's compare that to Scouts. their role is to range ahead of the main Space Marine force, preparing the way for the main advance by infiltrating enemy lines, sabotaging and gathering intelligence..
So, as we see, infiltrating (Infiltrate USR), gathering intelligence, the role of a Scout (Scout USR).
How do you think you get behind enemy lines without being stealthy? What do you think the term "special operation"? Special operation is a fancy word to describe assassination missions, sabotage, spying, etc. Stealth is essential to all of these things. Scions should be better than Scouts because Scouts are in training to become Shock Troopers not anything else and are disadvantage by their Soace Marine body when it comes to stealth because they huge, heavy and smelly like all Space Marines.
If you want to make an army of Stealth Guardsmen, go ahead. But don't try and take Scions out of their role. They are Shock Troopers, hard and fast hitters, not stealth experts.
I am continuing the trend that GW gave them in the Millitarum Tempestus codex which makes them Shock Troopers with a strong Black op streak to a full Black op army so that they can truly be soemthing else than one of the gak unit of the Guard codex and poor Space Marines copycats.
Scouts, Kroot and Deathwatch are all still valid, and Eldar Pathfinders are snipers in an elite army all the same.
No, none of them are elite, specialised elements of their respective army. Kroots are auxiliary who are actualy better in close sombat, Scouts are the worst Space Marine you will ever meet unless they are Space Wolves scouts and aren't specialised sniper since htey can be geared with regular bolters, but also close combat that's not a elite specialist it's the opposite. Eldar Pathfinders are troop choices, not elite choices.
So you admit the real issue - you want YOUR idea of a sniper, not GW's. The problem then becomes GW's portrayal of a sniper. Why not actually address that, and then have a Sniper? I mean, leave the Insidias as they are, by all means, but their weapons are just as much a sniper as a lascannon.
Dude, I am making this codex because I want MY IDEA of Scions not the portrayal of GW. That's the concept behind this entire section of Dakka Dakka. Substitute the vision of GW for our own and share it with others. If you think S6 is too much, I would find S5 rather reasonnable. Insidias Scions are in the same slot than tanks, giant monsters and devastator squads. Even at their current profile, the weapon is not much better than heavy bolter and probably a bit weaker than the autocannon. It fires a single shot, has a 30' S: 6, AP: 3, Heavy 1, pinning, precision shot, rending. With so little shot, rending is barely useful. Precision shot is nice, but very situationnal. Pinning isn't that great since most army have over 75% chances of making their Ld check. An autocanon has 18' more in range, one less AP, one more strength and twice the shots. For a Heavy Support Unit its rather reasonnable, even with BS 5. You won't kill tanks with these guys unless they are light tanks. You will kill MEQ and they might respond in kind in the next turn since most weapons are 24'. They are an overly specialised form of Devastator Squad. They have no multiple weapon choices. They can't shred light infantry, they can't kill tanks with a reasonnable armor. As such they are performing well, but are far from OP.
Automatically Appended Next Post:
Sgt_Smudge wrote: I could see a use for the Arnis, but it would be a singular use. As Shock Troops, having a bulwark unit, so to speak, would be effective, especially at setting up breachheads and whatnot. However, they could easily have less of a melee focus, if necessary, or even a double profile - a melee one, and an arbalest sort of unit, using shieldwalls to draw enemy fire, and providing cover for the rest of the Scions?
They could have a use, less so for infiltration or scouting, but certainly as a shock unit, they work.
Arnis Scions are indeed "pigeon holed" in a place where everything else in the codex doesn't go. They are an ankor unit. They don't have stealth or move through cover when in formation (and they should pretty much always be up to the point we could remove those two Special Rules). I could give them some sort of Heavy Shotgun with auxilary grenade launcher in place of their Shock Swords in the option part. The Arnis Scions are supposed to be used in situation where stealth is out of question like in ship boarding or tunnel fighting. The Hoplite Formation does present a way in which you can build your force around them and make them work. I have yet to try it though.
Scouts operate behind enemy lines. Why shouldn't they get Stealth, to represent how they got back there in the first place?
In addition, you say in one part of your post that you're continuing the trend GW gave them, and then later in the same post, say you're doing it because you want your portrayal, not GW's.
If you don't want to fix Snipers, accept that the Sniper rule is only good, not ridiculously good. Don't just give your guys something that's many times better than real snipers. (Wounds T1-4 almost twice as well, T5 better, T6 the same, and only gets worse against the highly uncommon T7+. And if they're a gargantuan, you wound the same for T8-9. In addition, it is THREE TIMES as good at popping AV 10 (not even accounting for its chances to pen) and can threaten even Land Raiders.)
I agree with you on Kroot. Scouts might be the worst space marines-they've still got at least a decade of training, grew up on a death world in all probability, were the top 1% of humanity BEFORE being a space marine, and just in general are miles beyond any modern day human. And who cares whether something is a troop or elite choice? That doesn't make the Eldar Army any less elite.
Space Marines can't grab all the best humans all the time, I am pretty sure there's a fair amount of either Guardsmen or Scions who are more skilled than some of the peoples the Marines take.
An Assault Shotgun with Auxiliary Grenade Launcher was added as an option instead of the Shock Sword to the Arnis Scions for +5 pts per model. The profile is bellow.
range: 12, S: 4, AP: -, Assault 2
The Insidias Heavy Rifle was returned to Hot-Shot Sniper and changed from profile 1 to profile 2
I am currently thinking about giving them the option for an anti-armor, one use only special shot (basically it would give armorbane), but I don't think I will do it since that seems a bit too good and not very necessary.
Hot-shot snipers shouldn't have 48'' range, regular snipers have that.
Give it 36'' range to follow the 25% reduction you see on the HS-lasgun.
I agree, leave the anti-tank shell out of the Insidious.
kirotheavenger wrote: Hot-shot snipers shouldn't have 48'' range, regular snipers have that.
Give it 36'' range to follow the 25% reduction you see on the HS-lasgun.
I agree, leave the anti-tank shell out of the Insidious.
It would be logical indeed for them to have a reduced range like all other Hot-Shot weapons, but the damage output of this unit would become too low for what they need to be able to do and too vulnerable for to enemy fire. Unless I make their sniper rapid fire instead of heavy. In that case reduced range to 36' could work. So far, I have played Insidias twice with their older profile and they were doing a lot of damage, but were relatively easy to deny and kill even with shrouded. The change is meant to make them more survivable at the cost of damage output (and its a severe damage reduction, they should kill twice less enemy units).
kirotheavenger wrote: Hot-shot snipers shouldn't have 48'' range, regular snipers have that.
Give it 36'' range to follow the 25% reduction you see on the HS-lasgun.
I agree, leave the anti-tank shell out of the Insidious.
It would be logical indeed for them to have a reduced range like all other Hot-Shot weapons, but the damage output of this unit would become too low for what they need to be able to do and too vulnerable for to enemy fire. Unless I make their sniper rapid fire instead of heavy. In that case reduced range to 36' could work. So far, I have played Insidias twice with their older profile and they were doing a lot of damage, but were relatively easy to deny and kill even with shrouded. The change is meant to make them more survivable at the cost of damage output (and its a severe damage reduction, they should kill twice less enemy units).
You can always lower the points.
But I don't think you should ignore the way things are because it doesn't suit.
You want to have your cake and eat it too, but that isn't how the world works.
You can always lower the points.
But I don't think you should ignore the way things are because it doesn't suit.
You want to have your cake and eat it too, but that isn't how the world works.
The way I see it, they are fine and balanced in terms of point for damage output and resistence. They were also fine with their first version too, but a bit too easy to kill. I reduced the damage output and increased the resistence of the unit. The cost appears to be reasonnable with the changes now. If I reduce the range, reduce the cost and keep the damage output stable, they can't keep their role as fire supports. Tempestus Scions squads will do a better job thanks to special weapon and even cheaper price. Considering that there is an order to transform Hot-hot Weapons into snipers, I already on the fence about this transformation.
Seems to me the idea was their flexibility came from their "tactics", rather than a wide range of FOC choices.
They still do in this version. I think I will redesign the Insidias Scions into a "lighter and Sneakier" version of a Devastator squad because of this. The previous Hot-Shot Heavy Rifle really gave them some flexibility that the Sniper can't afford them.
They are now set-back at BS: 4, recovered their Their Hot-Shot Heavy Rifle which are now range: 30, S: 6, AP: 3, Heavy 2, but have the same price than before.
Why don't you do like the D-99 decimater squad, turn the sergeant into a spotter.
Remove his hot-shot longlas and give him magnoculars.
''Immediately before the unit makes a shooting attack, the spotter may designate any enemy unit within 60'' for his squad, if the squad elects to fire at this unit (although they do not have to do so) their hot-shot longlas's gain infinite range and the acute senses special rule''
Or similar.
Or perhaps, more similar to D-99, have squads of 1 spotter and 1-4 snipers.
IMO this would make them feel much more like that lone-wolf unit giving precise fire support.
They offer support in a different way to heavy/special weapons. Special/heavy weapons may away at the body, but these snipers go straight for the throat. You're underestimating how effective that (pretty good with a hot-shot) chance at sniping out enemy special or heavy weapons, or even sergeants.
Seems to me the idea was their flexibility came from their "tactics", rather than a wide range of FOC choices.
They still do in this version. I think I will redesign the Insidias Scions into a "lighter and Sneakier" version of a Devastator squad because of this. The previous Hot-Shot Heavy Rifle really gave them some flexibility that the Sniper can't afford them.
They are now set-back at BS: 4, recovered their Their Hot-Shot Heavy Rifle which are now range: 30, S: 6, AP: 3, Heavy 2, but have the same price than before.
You so don't need a heavy rifle. That's absurd and they do significantly more damage than they did at BS5 heavy 1.
I also don't see how they're weak, stick them in some shrubs and they're got the same save as a marine, in a building and now they're a fething terminator.
And ignores cover is a lot rarer than AP3 or even AP2, to say nothing of your remaining 4+.
Your fluff describes these as lone-wolf snipers. That's just D-99 decimators in a nutshell.
You have no fluff (or even gameplay) footing to have these guys packing more firepower than Devastators (yes more, do you know how much I would kill to give devastators those things? The only thing more OP is grav. But grav is grav).
kirotheavenger wrote: Why don't you do like the D-99 decimater squad, turn the sergeant into a spotter.
Remove his hot-shot longlas and give him magnoculars.
''Immediately before the unit makes a shooting attack, the spotter may designate any enemy unit within 60'' for his squad, if the squad elects to fire at this unit (although they do not have to do so) their hot-shot longlas's gain infinite range and the acute senses special rule''
Or similar.
Or perhaps, more similar to D-99, have squads of 1 spotter and 1-4 snipers.
IMO this would make them feel much more like that lone-wolf unit giving precise fire support.
They offer support in a different way to heavy/special weapons. Special/heavy weapons may away at the body, but these snipers go straight for the throat. You're underestimating how effective that (pretty good with a hot-shot) chance at sniping out enemy special or heavy weapons, or even sergeants.
It could also work, but would require another rule than Acute Sense since it now only helps if you are outflanking. Maybe something like +1 in BS. Lets put it to the test.
kirotheavenger wrote: Why don't you do like the D-99 decimater squad, turn the sergeant into a spotter.
Remove his hot-shot longlas and give him magnoculars.
''Immediately before the unit makes a shooting attack, the spotter may designate any enemy unit within 60'' for his squad, if the squad elects to fire at this unit (although they do not have to do so) their hot-shot longlas's gain infinite range and the acute senses special rule''
Or similar.
Or perhaps, more similar to D-99, have squads of 1 spotter and 1-4 snipers.
IMO this would make them feel much more like that lone-wolf unit giving precise fire support.
They offer support in a different way to heavy/special weapons. Special/heavy weapons may away at the body, but these snipers go straight for the throat. You're underestimating how effective that (pretty good with a hot-shot) chance at sniping out enemy special or heavy weapons, or even sergeants.
It could also work, but would require another rule than Acute Sense since it now only helps if you are outflanking. Maybe something like +1 in BS. Lets put it to the test.
Maybe I'm thinking of night vision then.
+1 BS is too much, you're giving a signum that affects the entire squad, and it's magnoculars not a complex targeting dohickey.
Maybe -1 cover, but even then I think that's seriously pushing it. Doubling range isn't exactly something to sniff at...
kirotheavenger wrote: Why don't you do like the D-99 decimater squad, turn the sergeant into a spotter.
Remove his hot-shot longlas and give him magnoculars.
''Immediately before the unit makes a shooting attack, the spotter may designate any enemy unit within 60'' for his squad, if the squad elects to fire at this unit (although they do not have to do so) their hot-shot longlas's gain infinite range and the acute senses special rule''
Or similar.
Or perhaps, more similar to D-99, have squads of 1 spotter and 1-4 snipers.
IMO this would make them feel much more like that lone-wolf unit giving precise fire support.
They offer support in a different way to heavy/special weapons. Special/heavy weapons may away at the body, but these snipers go straight for the throat. You're underestimating how effective that (pretty good with a hot-shot) chance at sniping out enemy special or heavy weapons, or even sergeants.
It could also work, but would require another rule than Acute Sense since it now only helps if you are outflanking. Maybe something like +1 in BS. Lets put it to the test.
This sounds interesting. Being able to remove special weapons basically at-will makes them a very useful tool for, say, a tank-heavy army, because you can restrict access to plasma/melta/grav in infantry squads.
I don't think anything should get infinite range, 60'' is already long enough that you're not measuring in anything short of apoc scale games.
-1 cover saves could work, but that'd be costly.
Perhaps also, to further emphasise that these guys are super stealthy, you could downgrade them to flak armour and justify them getting stealth. But not shrouded. Because I still wish you'd remove the army wide stealth, even on covert ops they perform similar roles to Scouts (infiltrate and scout rules) which should be either a formation or a doctrine benefit.
Oh and also, I suggest you reword camocloaks to simply give +1 cover save. This both brings in line with other armies cloaks, removes confusion from stacking them with stealth, and removes the need for combining special rules and wargear benefits on a profile.
I don't think anything should get infinite range, 60'' is already long enough that you're not measuring in anything short of apoc scale games.
-1 cover saves could work, but that'd be costly.
Perhaps also, to further emphasise that these guys are super stealthy, you could downgrade them to flak armour and justify them getting stealth. But not shrouded. Because I still wish you'd remove the army wide stealth, even on covert ops they perform similar roles to Scouts (infiltrate and scout rules) which should be either a formation or a doctrine benefit.
Oh and also, I suggest you reword camocloaks to simply give +1 cover save. This both brings in line with other armies cloaks, removes confusion from stacking them with stealth, and removes the need for combining special rules and wargear benefits on a profile.
I gave them, in exchange for the squad leader not shooting, +1 BS and + 12' range to their weapon. It's an upgrade that cost around 15 pts.
It's on much lighter weapons than those of a Devastator squad though. Considering the base prce of the squad I think its relatively fair. We could augment the price of the upgrade, but reduce the base cost too.
But again.... a signum is an actual targeting computer drawing off of a space marines power pack.
What you have is a guy with [possibly night/heat vision] binoculars going ''over there lads''.
*maybe* he could do something like letting them reroll 1s? But I'd have to check the mathhammer on that thing.
Oh and your hot-shot sniper is still 48'', it shouldn't be imo.
Also, pretty please could you call it a hot-shot longlas? No reason other than a las sniper is called a longlas.
It's on much lighter weapons than those of a Devastator squad though. Considering the base prce of the squad I think its relatively fair. We could augment the price of the upgrade, but reduce the base cost too.
Much lighter? It's S6 AP3. That wounds on 2s and ignores armor against Marines-it's effectively a lascannon against ordinary marines (with the exception of Iron Hands, who will still get FNP). Not to mention it gets Rending, so it's even capable of hurting 2+ armor and any vehicle.
I'd agree that it's not quite a lascannon, but MUCH lighter? No.
It's on much lighter weapons than those of a Devastator squad though. Considering the base prce of the squad I think its relatively fair. We could augment the price of the upgrade, but reduce the base cost too.
Much lighter? It's S6 AP3. That wounds on 2s and ignores armor against Marines-it's effectively a lascannon against ordinary marines (with the exception of Iron Hands, who will still get FNP). Not to mention it gets Rending, so it's even capable of hurting 2+ armor and any vehicle.
I'd agree that it's not quite a lascannon, but MUCH lighter? No.
Its much lighter because now, they have the following profile: Range: 48, S: X. AP: 3, Sniper.
Strength : 6, AP 3, heavy 1 at range 30 is about as good (a bit better with rending and pinning and precision shot) as a plasma gun, let alone a plasma cannon.
Does the Insidious sergeant still have a hotshot longlas? He shouldn't.
He's also BS5, it'd be flogging a dead horse to readdress this properly, but can I at least poke it?
Math hammer: 4 BS5 hotshot longlas shots kill 1.67 marines, which includes 0.33 of a marine you chose.
Compared to 1.33 marines dead if they're BS4, with the same number being your own choice.
Of course this is just vs marines in the open, to say nothing about rending. Although I'd still say a plasmagun is a more reliable anti-tank weapon against AV10-12.
EDIT: Reroll 1s BS4 gets you 1.56 marines dead, of which you choose 0.39
twin-linked BS4 gets you 1.778 marines dead
Compared to marines firing 4 plasma shots killing 2.22 enemy marines and 0.222 marines dying in the gets hot.
kirotheavenger wrote: Does the Insidious sergeant still have a hotshot longlas? He shouldn't.
He's also BS5, it'd be flogging a dead horse to readdress this properly, but can I at least poke it?
He doesn't have a Hot-Shot Longlas, but he does have a Hot-shot Laspistol.
kirotheavenger wrote: Does the Insidious sergeant still have a hotshot longlas? He shouldn't.
He's also BS5, it'd be flogging a dead horse to readdress this properly, but can I at least poke it?
He doesn't have a Hot-Shot Longlas, but he does have a Hot-shot Laspistol.
Then you should reflect that in the profile. Putting 'hot-shot longlas (except tempestor)' or something.
Or 'one Insidious Scion must be upgraded to an Insidious Tempestor, exchanging his hot-shot longlas for a set of precision magnoculars in the process'.
kirotheavenger wrote: Does the Insidious sergeant still have a hotshot longlas? He shouldn't.
He's also BS5, it'd be flogging a dead horse to readdress this properly, but can I at least poke it?
He doesn't have a Hot-Shot Longlas, but he does have a Hot-shot Laspistol.
Then you should reflect that in the profile. Putting 'hot-shot longlas (except tempestor)' or something.
Or 'one Insidious Scion must be upgraded to an Insidious Tempestor, exchanging his hot-shot longlas for a set of precision magnoculars in the process'.
Already done, I consider reducing their price significantly. 2 marines dead per turn would require them to shoot for about 8 turns without taking any casualty to earn back their points. I think they could get a 5 point reduction to make them a little bit more worth it.
JNAProductions wrote: What if they're shooting Devastators, who are often worth 49 points per model?
Or Sternguard/Deathwatch, who are 22 base, and can take a slew of upgrades?
Or a Librarian in power armour?
Or constripts, 3pts a model.
But at BS5, 60'' range sniper AP3 these things are amazing at hunting most things, I'm awful at inventing points cost without direct comparisons but ~20-30pts is probably about right.
They do however feel a lot more like snipers now, rather than the heavy weapons teams they were before.
JNAProductions wrote: What if they're shooting Devastators, who are often worth 49 points per model?
Or Sternguard/Deathwatch, who are 22 base, and can take a slew of upgrades?
Or a Librarian in power armour?
Or constripts, 3pts a model.
But at BS5, 60'' range sniper AP3 these things are amazing at hunting most things, I'm awful at inventing points cost without direct comparisons but ~20-30pts is probably about right.
They do however feel a lot more like snipers now, rather than the heavy weapons teams they were before.
I do agree with you on that point. They can get nerfed by cover saves, but that's part of life.
Lexicanum wrote:Tempestus Scions, also known as Storm Troopers in Low Gothic, are the elite shock troops of the Imperial Guard and Militarum Tempestus.[1] They are trained to carry out special operations such as deep strike assaults, reconnaissance and infiltration beyond enemy lines.
As we can see, emphasis on being SHOCK troops. We see they are speciliased in Deep Striking (which can be represented by the Deep Strike rule), reconnaissance (represented by the Scout USR) and infiltration (represented by the Infiltrate USR).
Nothing highlights a skill in stealth. Now, let's compare that to Scouts. their role is to range ahead of the main Space Marine force, preparing the way for the main advance by
...infiltrating enemy lines, sabotaging and gathering intelligence..
So, as we see, infiltrating (Infiltrate USR), gathering intelligence, the role of a Scout (Scout USR).
How do you think you get behind enemy lines without being stealthy?
By Deep Striking.
What do you think the term "special operation"? Special operation is a fancy word to describe assassination missions, sabotage, spying, etc. Stealth is essential to all of these things.
Funnily enough, Scouts do EXACTLY that as well.
Why don't Scouts have Stealth?
Scions should be better than Scouts because Scouts are in training to become Shock Troopers not anything else and are disadvantage by their Soace Marine body when it comes to stealth because they huge, heavy and smelly like all Space Marines.
Huge, heavy and smelly - I wonder what else that describes...
Kommandos.
The entire Raven Guard Chapter and their successors.
Lictors (although they have chameleonic skin).
Size, smell and weight can't be THAT much of an issue then.
If you want to make an army of Stealth Guardsmen, go ahead. But don't try and take Scions out of their role. They are Shock Troopers, hard and fast hitters, not stealth experts.
I am continuing the trend that GW gave them in the Millitarum Tempestus codex which makes them Shock Troopers with a strong Black op streak to a full Black op army so that they can truly be soemthing else than one of the gak unit of the Guard codex and poor Space Marines copycats.
So you're exaggerating an aspect of the army, not even their entire description, to be entirely this streak, and largely leaving behind the actual description of the army.
Scions, as per the description for GW are "shock troops". Not Black Ops. Shock Troops.
In the same vein, that is like me turning Space Marines, who have lots of armoured units and tanks, into a purely tank army.
Also, this point is negated by your own argument later in the post - will address later.
Because I don't know how I would do that and, since it would affect almost all armies, it's well outside the perview and boundaries of a single codex.
So you haven't fixed the problem with snipers. You want to make snipers, yet won't actually use the rules for them, and don't try to fix them. Without the sniper rule, your guys are no more of a sniper than a Devastator Squad, no matter how you fluff it.
Sgt_Smudge wrote:
Scouts, Kroot and Deathwatch are all still valid, and Eldar Pathfinders are snipers in an elite army all the same.
No, none of them are elite, specialised elements of their respective army. Kroots are auxiliary who are actualy better in close sombat, Scouts are the worst Space Marine you will ever meet unless they are Space Wolves scouts and aren't specialised sniper since htey can be geared with regular bolters, but also close combat that's not a elite specialist it's the opposite. Eldar Pathfinders are troop choices, not elite choices.
That all depends on what "elite" is relative to.
Scouts are "elite" to Guardsmen in just the same way as your Scions are. They're incredibly good shots, very well skilled and powerful. Sure, Scouts are the least experienced Space Marines, but they are certainly very powerful soldiers, with skills beating those of elite Guard units - if the worst Space Marines have those skills, what does that say about the regular ones?
Kroot weapons can have the Sniper rule, which is more than your guys have.
Eldar may only be a Troops choice in game, but that doesn't mean they're not elite snipers. Hell, Tactical Marines are the most experienced rank and file Astartes, and they're just a troops choice.
Slot means nothing. Other equipment means nothing. As per fluff, Scouts are just as able as marksmen and infiltrators as Scions. There's nothing to suggest otherwise.
Again, you seem to think that specialising in something makes you instantly better than anyone else. Not true. A child might exclusively train as a sniper, and be better amongst other children, but a grown man with all round training will probably be a better shot.
The same is with the Scion. They are far better than a normal man, that is certain. But they certainly are not better shots than Astartes, who have had just as much training, and have the experience, skill, and enhancements to support it.
So you admit the real issue - you want YOUR idea of a sniper, not GW's. The problem then becomes GW's portrayal of a sniper. Why not actually address that, and then have a Sniper? I mean, leave the Insidias as they are, by all means, but their weapons are just as much a sniper as a lascannon.
Dude, I am making this codex because I want MY IDEA of Scions not the portrayal of GW.
This conflicts with your previous statement.
"I am continuing the trend that GW gave them in the Millitarum Tempestus codex which makes them Shock Troopers with a strong Black op streak"
You say you're basing it off GW's portrayal of them, and then you say that you want your idea, not GW's portrayal?
That's the concept behind this entire section of Dakka Dakka. Substitute the vision of GW for our own and share it with others.
You said that you were making Scions in according to GW. Then you say you're not. Which one are you doing?
If you think S6 is too much, I would find S5 rather reasonnable. Insidias Scions are in the same slot than tanks, giant monsters and devastator squads. Even at their current profile, the weapon is not much better than heavy bolter and probably a bit weaker than the autocannon. It fires a single shot, has a 30' S: 6, AP: 3, Heavy 1, pinning, precision shot, rending. With so little shot, rending is barely useful. Precision shot is nice, but very situationnal. Pinning isn't that great since most army have over 75% chances of making their Ld check. An autocanon has 18' more in range, one less AP, one more strength and twice the shots. For a Heavy Support Unit its rather reasonnable, even with BS 5. You won't kill tanks with these guys unless they are light tanks. You will kill MEQ and they might respond in kind in the next turn since most weapons are 24'. They are an overly specialised form of Devastator Squad. They have no multiple weapon choices. They can't shred light infantry, they can't kill tanks with a reasonnable armor. As such they are performing well, but are far from OP.
Nothing wrong with performance, they're fine on that. It's the fluff that's the issue. You say they're armed with snipers, but nothing indicates that, and BS5 makes no sense from a fluff perspective.
Considering that they are now BS 4 and only get BS 5 through a special piece of equipment. They also wield full fledge snipers too.
To answer your design question. The answer is of course both. I took the part of GW that I liked and build upon it to produce a still relatively faithful and better (in my opinion) version of the product.
Sgt_Smudge wrote: Army wide Stealth still exists. I don't know if you can be persuaded to remove it, but I still don't think it should be there.
Agreed.
I think either you should get scout and/or infiltrate as part of a formation/doctrine, or you stealth.
Scout/infiltrate makes like Scouts (analogous in their role) stealth makes them like raven guard (analogous in 'doctrine' rules)
I think insidious scions should only get stealth as base if they get flak armour, otherwise they shouldn't.
Inless you're specialists on the level of Eldar specialisms don't change a units stats, just their equipment.
Army wide Stealth will remain. Their role is analogous to that of ork Kommando who have stealth (amongst other things) and Raven Guards who, despite being being giants in heavy power armor, also have it. Scout/Infiltrate will remain an option via a formation with the exception of unit or two who will have it insteat of Deep Strike. Deep Strike will remain a universal rule for all units and so will Move Through Cover.
epronovost wrote: Army wide Stealth will remain. Their role is analogous to that of ork Kommando who have stealth (amongst other things) and Raven Guards who, despite being being giants in heavy power armor, also have it. Scout/Infiltrate will remain an option via a formation with the exception of unit or two who will have it insteat of Deep Strike. Deep Strike will remain a universal rule for all units and so will Move Through Cover.
I've no concern for Deep Strike and Move Through Cover. They fit the Scion fluff and their MO.
Stealth, as I have proved, is not.
Reconnaissance and infiltration (both represented IN GAME with the Scout and Infiltrate rules respectively) are described as some of the operations they undertake, and I'd be fine with armywide Scout. Ideally, a formation that grants Scout and Infiltrate would be better, but I'll compromise.
I can quote verbatim from GW that Scions Deep Strike, Infiltrate and perform reconnaissance - I see absolutely NOTHING about them being better at finding cover than Scouts. They share mission objective with Scouts, and as such, Scions should have the same rules that pertain to that - namely Scout or Infiltrate. Not Stealth.
Their role is, as GW have said, as a Shock Trooper. Not Stealth. They might have units who are stealthier, so you can feel free to add specific stealth units, but it's not army wide.
Kommandos are given Stealth not because that their role, but because they're good at hiding.
Raven Guard have Stealth because they are preternaturally good at it, presumably from their actual genetics.
Your reasoning for Scions getting it is "because it's their combat role", despite:
A) Scions being no more optimised for stealth as per fluff than Space Marine Scouts
B) Combat Role doesn't dictate rules, as we can see from Space Marine Scouts who are described nearly exactly as Scions as according to combat role.
I clearly demonstarted that Scout Space Marines were Space Marines in training whi fill the role of scouts, not highly trained operative dedicated to the role of Scouts. The youngest scout has less training than the youngest Scion, has worst natural aptitudes since the Space Marine size, weight and smell makes them easier to locate than humans wearing comparable equipment. This explain why, of all the scout and infiltrator units in the game Scouts are amongst the very few who don't have Stealth as a Special Rule.
I also clearly demonstrated that, while inspired and still largely faithfull to GW most recent lore on Scions, I have clearly stated that Scions are now completly and fully Black Op, making your point on Scions being Shock Trooper and Scouts, a bit like Space Marines Scout, outdated.
Rules by can be dictated by several factors: combat role, training, level of specialisation, role within the codex, efficiency in a wider game setting and, in the case of GW, potential for profite (yes, there is such a thing as rules for cash within GW). No, combat role alone isn't always sufficient to grant a Special Rule (or a stat) to a unit, but there are other factor and those factors need to be taken in consideration. Game balance isn't more or less important than fluff. How experimented or specialised your units is, is also going to affect the type and numbers of Special Rule it might have or not.
Stealth will not go, because, even if you think you are right (and you have good reason for it), I think I am right (and I have good reason for it). Yes, if you are wondering we both can be petty at times and its alright.
Read the books and you'll know Scouts are anything but inexperienced.
If you want 100% black ops Scions why do you have heavy grav vehicles, deep strike, and heavy air support.
That isn't very 'black'
kirotheavenger wrote: Read the books and you'll know Scouts are anything but inexperienced.
If you want 100% black ops Scions why do you have heavy grav vehicles, deep strike, and heavy air support.
That isn't very 'black'
Read any books and you will see that Scions are more experienced.
The Grav Vehicule in question is a Mobile Stealth Field Generator. As for heavy air support, every single black op forces today is transported via helicopter (or parachuted and extracted by helicopter), supported by combat drones and fighter-bomber. Thus, air support is an integral component of Black ops. Furthermore, you will notice that Scions make use of Valkyrie and Vendetta, the transport helicopter equivalent of the Imperium and the Vicotry which is closer to an attack helicopter or a low altitude fighter-bomber plane. I could also have added some out field heavy artillery and long range missiles. I decided to make the missile battery a small Deep Striking version to allow enemy forces to be able to take it out for balance purpose.
I clearly demonstarted that Scout Space Marines were Space Marines in training whi fill the role of scouts, not highly trained operative dedicated to the role of Scouts.
Not true. We see no quantifiers indicating this, only that they are both skilled in the same things, and if we include actual GW stats (because they're the closest thing we actually have to something near quantifying it) then the Scouts are actually MORE skilled.
So no, Scouts are not inferior. Yes, a Scout is not a full line Space Marine. That's because a full line Space Marine is such an elite role. As they develop into their implants, they are dedicated to the art of subterfuge and infiltration. They have just as much training as a Scion, and the genetic implantation to boot.
The youngest scout has less training than the youngest Scion
Not true. Space Marine training, even at Neophyte level, is just as intensive as Scions training. From the recruit's upbringing, their implantation, conditioning, mind-wiping, hypno-therapy, etc etc - they are every bit as trained as a Scion.
has worst natural aptitudes since the Space Marine size, weight and smell makes them easier to locate than humans wearing comparable equipment.
Explain Ork Kommando Nobs who are even larger than a Space Marine, and still have Stealth.
Explain why Grots don't have stealth, despite being smaller and lighter.
Explain how you wear exactly the same armour as a Scout, bulkier in fact, with all your power packs, wrist-devices, and suchlike, and should get Stealth.
Weight can't be that much of a concern if Kommandos have it, nor can size. Orks smell more than Astartes too. So, how come Kommandos get Stealth then?
This explain why, of all the scout and infiltrator units in the game Scouts are amongst the very few who don't have Stealth as a Special Rule.
Or, perhaps GW feels that Stealth isn't in their MO, or they can buy camo-cloaks to make them compare to the actually gifted and skilled Kommando Orks. However, because we can infer that, due to training and the similar MOs, Scions would also lack Stealth.
I also clearly demonstrated that, while inspired and still largely faithfull to GW most recent lore on Scions, I have clearly stated that Scions are now completly and fully Black Op, making your point on Scions being Shock Trooper and Scouts, a bit like Space Marines Scout, outdated.
So you're picking and choosing parts of Scion lore, just like me picking and choosing that now all Space Marines go to war on Bikes.
You're changing the Scions from what they are laid out to be into something else. You say your argument is supported by fluff, but you're practically rewriting it into your own fan-lore.
What GW says is not what you're saying, and GW is the official source of canon by which I am measuring Scions.
Rules by can be dictated by several factors: combat role, training, level of specialisation, role within the codex, efficiency in a wider game setting and, in the case of GW, potential for profite (yes, there is such a thing as rules for cash within GW). No, combat role alone isn't always sufficient to grant a Special Rule (or a stat) to a unit, but there are other factor and those factors need to be taken in consideration. Game balance isn't more or less important than fluff. How experimented or specialised your units is, is also going to affect the type and numbers of Special Rule it might have or not.
Or, alternatively, you could not try and make your Scions good at pretty much everything, and have a specialised stealth unit, instead of trying to make something Not-Scion fit.
Stealth will not go, because, even if you think you are right (and you have good reason for it), I think I am right (and I have good reason for it). Yes, if you are wondering we both can be petty at times and its alright.
Yes, but I think more people are critiquing the inclusion of Stealth rather than wanting to keep it in.
At the end of the day, it's your codex. None of us will probably play against it. But if you want feedback, which is what we're giving you, then just saying "Nah, not changing it" isn't a positive response.
epronovost wrote:
kirotheavenger wrote: Read the books and you'll know Scouts are anything but inexperienced.
If you want 100% black ops Scions why do you have heavy grav vehicles, deep strike, and heavy air support.
That isn't very 'black'
Read any books and you will see that Scions are more experienced.
What books would these be?
Judging from what I can see, there appears to be very little difference in experience. They are similar ages, trained similarly, and given similar combat roles. I fail to see how the Scions are more experienced.
The Grav Vehicule in question is a Mobile Stealth Field Generator. As for heavy air support, every single black op forces today is transported via helicopter (or parachuted and extracted by helicopter), supported by combat drones and fighter-bomber. Thus, air support is an integral component of Black ops.
Except 40k operates on a completely different level to modern warfare. In 40k, using Bikes as a frontline unit is seen as effective. In 40k, massed infantry charges are tactically valid.
It's not like real life.
Furthermore, you will notice that Scions make use of Valkyrie and Vendetta, the transport helicopter equivalent of the Imperium and the Vicotry which is closer to an attack helicopter or a low altitude fighter-bomber plane. I could also have added some out field heavy artillery and long range missiles. I decided to make the missile battery a small Deep Striking version to allow enemy forces to be able to take it out for balance purpose.
And that's all fine. All befitting of a Shock Trooper army, which they are described as by GW. If you want to retcon them to be Black Ops, fine. But there's no canon to support you, and therefore no canon to support them being better at Stealth than a Scout Marine.
There's quite a few example of Scions doing Black Ops stuff in their codex, from dropping down ahead of the Marines to disable AA defences to assassinating Tau scientists.
Bobthehero wrote: There's quite a few example of Scions doing Black Ops stuff in their codex, from dropping down ahead of the Marines to disable AA defences to assassinating Tau scientists.
Space Marine Scouts have been cited to do exactly the same.
See the Amar Secession for assaulting before the main SM force to hijack artillery emplacements, and the Codex outright states that "relying on stealth rather than brute force, Scouts slip behind enemy lines, gather intelligence, destroy strategic targets, and capture or assassinate key enemy commanders, then fade away before the enemy has had a chance to react."
Modern 'black ops' don't exist, otherwise they wouldn't be black ops And if you're trying to be stealthy, the last thing you want is a bloody helicopter dumping tonnes of munitions in your AO.
And I don't care if you call it a 'mobile stealth' whatever, it's a heavy grav vehicle. That makes it big and slow.
Also there are only 2 rules that I can think of that represent 'outside help'. That is space marine orbital bombardment (does that even still exist?) and Imperial Guard Master of Ordnance. You made a good move by simply making them [incredibly powerful] deployable batteries. Your's are like Tarantulas but on steroids.
Sgt_Smudge wrote: Not true. We see no quantifiers indicating this, only that they are both skilled in the same things, and if we include actual GW stats (because they're the closest thing we actually have to something near quantifying it) then the Scouts are actually MORE skilled.
So no, Scouts are not inferior. Yes, a Scout is not a full line Space Marine. That's because a full line Space Marine is such an elite role. As they develop into their implants, they are dedicated to the art of subterfuge and infiltration. They have just as much training as a Scion, and the genetic implantation to boot.
Space Marines are recruited at around age twelve, Scions are raised from age 6. Scions are trained until their early twenties, Scout unitl their late teens. Scout training last around three years which is the time that separates the implantation of the Black Carapace from that of the Progenoids. Scout training takes part before the black Carapace is implented. The rest is pure mathematic. Space Marines Scout are incredibly well trained, but they have almost twice less training than Scions before their first day on the field. The training of Scions and Scout is just as intensive and difficult, but one last longer than the other. The crux of both our arguments can be resumed in two opposite axiom. Mine is: humans can be better than Space Marines. Your's is humans cannot be better than Space Marines. The rest is cherry picking for the stuff we like the most and fits our agenda. More than any rules, bonus, fluff or gameplay, this design philosophy is what drives my choices when making Scions or Sisters of Battle.
Explain Ork Kommando Nobs who are even larger than a Space Marine, and still have Stealth.
They don't have power armor and are Kommando not Space Knights falling down from the sky in a hurricane of bolter fire. Space Marines can have stealth if they train for it like Raven Guards and successors, but they have to put the time and the effort, probably more than anybody else to achieve such a level of expertise.
Explain why Grots don't have stealth, despite being smaller and lighter.
Explain how you wear exactly the same armour as a Scout, bulkier in fact, with all your power packs, wrist-devices, and suchlike, and should get Stealth.
Grots aren't trained they are bullied and traumatised, used as a living carpet by ruthless orks who will kill and release hungry squig hounds at the first sign of weakness from their slaves. If grots were fighting alone, bet your ass they would have stealth. The little thing survive by being stealthy. Hell, in my Grotvolution fancex that you can find a on the same page, all my grots have stealth (and a special rule called puny which makes them take 1/2 place in transports). Those who get caught at the wrong time end up on the battlefield with orks.
Weight can't be that much of a concern if Kommandos have it, nor can size. Orks smell more than Astartes too. So, how come Kommandos get Stealth then?
Regular orks are smaller and lighter than Space Marines. Regular orks are barely taller than normal humans because of their posture. They aren't much stronger, but they are tougher. As for smell, orks do stink, but they smell like big filthy animals. They are frequently compared to grox (a big reptile). In most situation, that's not a particularly stricking smell. Space Marines smell has been described as chemical due to all the combat stimulant their body generates when engaged in combat. They smell like hospitals or worst toxic gas. These are sharper smells that are easy to recognise. That's why Loken could be smell from outside a closed room with a working amoniac press working inside it. He smelled that strongly after a simple training session.
Or, perhaps GW feels that Stealth isn't in their MO, or they can buy camo-cloaks to make them compare to the actually gifted and skilled Kommando Orks. However, because we can infer that, due to training and the similar MOs, Scions would also lack Stealth.
Or perhaps GW was considering this from a fluff angle, Scouts aren't experience specialist, they are tactical marines on training. Or perhaps they didn't put it because scouts would cost too much by being given stealth (it does cost a point or two). What would be the point of having them cost as much as Tactical Marines when they are supposed to be worse by the fluff? Maybe they think that Space Marines being so discrete is a bit weird considering they are so big and heavy? Maybe they thought orks having a 6+ save would benefit from a boost to their cover save for gameplay reason, while Scout Space Marines have the same toughness, better moral and better armor? There is a number of valid reasons for them not to have it beside this one.
So you're picking and choosing parts of Scion lore, just like me picking and choosing that now all Space Marines go to war on Bikes.
You're changing the Scions from what they are laid out to be into something else. You say your argument is supported by fluff, but you're practically rewriting it into your own fan-lore.
What GW says is not what you're saying, and GW is the official source of canon by which I am measuring Scions.
I'm saying my argument is supported by my fluff (which is heavily inspired by GW, but still different). If you want to rewrite the Black Templar Space Marine Codex (for example) as biker marines because they are knights and knights should have steeds, give them jousting Space Marines and even the option for some sort of giant mechanical horse that breaths flame for their HQ choice, that's in your right. Some will like it, other will be indifferent and others will hate it. Calling "not GW vision" isn't an argument to love it or not. The quality of such a work, in my opinion, should be based on its own merit. I do not hesitate to change or completly rework a poorly developped and minor faction of the Imperium if I think it's preferable. I did it twice before this fandex, the first one for the Lost and Damned and again for the Sisters of Battle and I will do even "worse". I will soon start to work on completly new xeno species never mentionned in any part of the lore of 40K so far because I think it will be fun.
Yes, but I think more people are critiquing the inclusion of Stealth rather than wanting to keep it in.
At the end of the day, it's your codex. None of us will probably play against it. But if you want feedback, which is what we're giving you, then just saying "Nah, not changing it" isn't a positive response.
I do appreciate your feedback, even if my response is "no, I will not change that". I did change a lot of stuff in this codex so far: the ballistic skill of 6 on the Tempestor Prime, the composition, weapons and skills of the Insidias Scions, the price and the load out of the Victory Prime, the name, the equipment anf the price of the Venator Prime, the price of the Krassus Brothers, etc. I do think that part of the game is defending my choices in the first place too. There is a few things I will not change at all in this fandex. I will not remove stealth, I will not lower the initiative of certain Scion to 3, I will not change the stats of the Hot-Shot Lasgun, I will not remove the Weapon Master Special Rules, Commissars will have the option to give orders. How could you know? Well on that point you would have had to ask for changes to be made and received a negative answer. I did thought about replacing the special rule Stealth for something like Ambush who would give the stealth benefit only when a unit is immobile, but it would have been mostly useless. I could also have given it through a formation/doctrine that would give Scout/infiltrate + Stealth Vs a Deep Strike, but then wouldn't that just be the same thing? I do know why someone would prefer that over just leaving stealth as it is. Don't worry either, once my play testing is over, I will mention your personnal contribution (and that of kirotheavenger) and support in the designer notes as you don't feel cheated out of your time and efforts which were very appreciated. I prefer my fandex right now as it would have been should have nobody paid attention to it and my original vision remained unchanged.
Automatically Appended Next Post:
kirotheavenger wrote: Modern 'black ops' don't exist, otherwise they wouldn't be black ops And if you're trying to be stealthy, the last thing you want is a bloody helicopter dumping tonnes of munitions in your AO.
And I don't care if you call it a 'mobile stealth' whatever, it's a heavy grav vehicle. That makes it big and slow.
Also there are only 2 rules that I can think of that represent 'outside help'. That is space marine orbital bombardment (does that even still exist?) and Imperial Guard Master of Ordnance. You made a good move by simply making them [incredibly powerful] deployable batteries. Your's are like Tarantulas but on steroids.
Grey Knights used to be able to "buy" orbital bombardment in their first codex too. It's very frustrating to fight an enemy with heavy support that you can't destroy.
The Mobile Shield Generator isn't that big. It would be a bit larger than an armored sentinel (it's a three place vehicle instead of two, both of them are built in height). It would as the heavy rule because it's slow moving. I don't want a mobile shield generator that can zip around the battlefield. It has Deep Strike because it's small enough to be dropped from a transport plane much like the Clypeus Mobile Battery. It makes sense for a group of elite soldiers fighting behind enemy lines to possess heavier assets that can be deployed via airborne drops.
BTW, would it be useful if I was to make a description of how the models would look like if they were in production? I did it for my Lost and Damned fandex, would it help you visualise some stuff and thus better judge some rules or have a better sense of how the force would look like?
Automatically Appended Next Post: NOTA BENE
After some further reflection on the subject, I finally decided to remove the Stealth Special Rule from the Tempestus, Aer, Ignis and Armis Scions. The Stealth Special rule can still be optained via the Tempestus Dagger Formation which allows to exchange Deep Strike for Scout and Stealth. Insidias Scions retained the Stealth Special Rule. I wanted the Stealth special rule in conjunction with Deep Strike to represent the most emblematic attack of the Scions: a Stealth drop on enemy position to take out vital targets before a grand assault as can be found in the story the Dagger and the Chainsword. Infiltration and Scout Special Rules don't really explain how the unit infiltrated or got ahead of the main forces. It could be by various ways including being droped from the sky a bit before the battle started. Thus, they can also represent a Stealth Drop in addition to other forms of infiltration that the Scions could also perform like outflanking discreetly an enemy force. Infiltration and Stealth are two excellent Special Rules, better than Deep Strike alone. I thus decided to make the trade between Deep Strike Vs Scout (not as good as Infiltration) and Stealth.
I'd just like to know why the Victory Prime has one random hellstrike missile somewhere.
And, I think because it should be based on the Vulture STC, it should not have the option for door guns.
However, the vulture also has an (unupgradeable) heavy bolter in the nose, and 4 wing sponsons total.
However I guess you could have it based on the Valkyrie STC like the vendetta is, explaining that the transport capacity is entirely taken up by the generators for all those lasers. But then it probably shouldn't have vector dancer as default.
kirotheavenger wrote: I'd just like to know why the Victory Prime has one random hellstrike missile somewhere.
And, I think because it should be based on the Vulture STC, it should not have the option for door guns.
However, the vulture also has an (unupgradeable) heavy bolter in the nose, and 4 wing sponsons total.
However I guess you could have it based on the Valkyrie STC like the vendetta is, explaining that the transport capacity is entirely taken up by the generators for all those lasers. But then it probably shouldn't have vector dancer as default.
The description of the Victory Prime makes it based on the Valkyrie STC. Its transport capacity has been removed completly to make it more maneuvrable and it's slightly less armored which explains the Vector Dancing ability. In terms of numbers of guns, it has almost the same firepower than a Vendetta. Her canons are a little bit better overall (much better against infantry and very light vehicle, but much shorter range and much worse against heavy tanks), but she has the same numbers. Fully upgraded, a Victory has five guns, two on each wings and one on the nose. Without Vector Dancer, which significantly more maneuvrable, the Victory Prime would be a worse version of the Vendetta. I want it about just as good, but in a different area. One still has a transport capacity, more armor and anti-tank weapons while the other is more maneuvrable and design to kill infantry and light vehicle, especially other fliers. I removed the Hellstrike Missile (which would have been in the ventral section of the Victory, where the transport section used to be) to keep things balanced at your suggestion.
kirotheavenger wrote: I'd just like to know why the Victory Prime has one random hellstrike missile somewhere.
And, I think because it should be based on the Vulture STC, it should not have the option for door guns.
However, the vulture also has an (unupgradeable) heavy bolter in the nose, and 4 wing sponsons total.
However I guess you could have it based on the Valkyrie STC like the vendetta is, explaining that the transport capacity is entirely taken up by the generators for all those lasers. But then it probably shouldn't have vector dancer as default.
The description of the Victory Prime makes it based on the Valkyrie STC. Its transport capacity has been removed completly to make it more maneuvrable and it's slightly less armored which explains the Vector Dancing ability. In terms of numbers of guns, it has almost the same firepower than a Vendetta. Her canons are a little bit better overall (much better against infantry and very light vehicle, but much shorter range and much worse against heavy tanks), but she has the same numbers. Fully upgraded, a Victory has five guns, two on each wings and one on the nose. Without Vector Dancer, which significantly more maneuvrable, the Victory Prime would be a worse version of the Vendetta. I want it about just as good, but in a different area. One still has a transport capacity, more armor and anti-tank weapons while the other is more maneuvrable and design to kill infantry and light vehicle, especially other fliers. I removed the Hellstrike Missile (which would have been in the ventral section of the Victory, where the transport section used to be) to keep things balanced at your suggestion.
The victory has significantly more firepower than the Vendetta with the door guns. And it can have the exact same guns, just more of them, if you want to shoot tanks.
I also don't see how you would fit a hellstrike missile where the crew used to be. I believe it's 3 hellstrikes to a hardpoint.
I think from a backstory it would make sense as a 'Vulture Prime' of sorts rather than a valkyrie modification. But I guess a valkyrie modification makes sense if you want to use that. Not a fan of the door guns though, at least not the non-heavy bolter ones.
Special Rule: Flier, Hover, Transport, Grav Chute Insertion
Grav Chute Insertion: Valkyrie Prime are equipped with the necessary system to drop troops via Grav-Chute should they be flying at high altitude or high speed. Should the player want to disembark a unit in a Valkyrie who moved faster than Combat Speed or who isn't hovering, select a point over which the Valkyrie passed and place a counter there and deploy the unit there like if it had used Deep Strike even if she normally can't. Scatter the unit normally.
Transport Capacity: 6 Models
Access Point: One at the rear
Fire Point: None
Option:
can take two additional hull mounted Heavy Bolter for (20 pts)
can take upgrades in the Armory of the Progenium
Since I got worried that I might have made a type somewhere, I copy paste the rules for both vehicle here. The Vendetta has three twin-linke lascanon base. The Victory has Three Twin-Linked Hot-Shot Multilaser. Obiously the Lascanon has far more strength (3) and range 18'. The Victory has far more fire rate (9 shot vs 3) with an equal AP. Both have the option for two extra weapons. One is limited to heavy bolter while the other one has more option. I think I will remove the option for more Hot-Shot Multilaser and lascanon. It's a bit much and it gets far too pricey for such a fragile aircraft.
Your Victory Prime can be upgraded to exchange it's HS-multilasers for lascannons. Turning it into a lighter, more manueverable Vendetta.
But even with just the HS-multilasers, vector dancer can make it a very effective at getting the side armour of vehicles.
Going 36'' beside a vehicle then turning in towards it can cover most of the table if you want it to.
kirotheavenger wrote: Your Victory Prime can be upgraded to exchange it's HS-multilasers for lascannons. Turning it into a lighter, more manueverable Vendetta.
But even with just the HS-multilasers, vector dancer can make it a very effective at getting the side armour of vehicles.
Going 36'' beside a vehicle then turning in towards it can cover most of the table if you want it to.
Yes getting side armor with Vector Dancer is relatively easy. I mostly wanted to keep the option to swap the HS-multilasers for Lascanon because many vehicule do have excellent side armor (if you got more than 11, those shots are pretty wasted) and especially to fight against filers with high armor like Helldrakes, Space Marines one, other Valkyrie or Vendetta, Necron fliers. HS-multilasers are mostly useless against them unless you can get in the rear of those vehicule which as easy in my opinion than on a ground vehicule. The Victory Prime is supposed to be a "flier hunter" vehicle. Top class fighter aircraft should have option for weapons with more than S6 precisely for this reason. In that case, it doesn't give it more raw fire power, but more maneuvrability, but it comes at a cost. It has lower armor and no transport capability.