I picked up Prospero last year and haven't touched it yet because I have other models already in the paint-and-build queue, but I've been thinking about how to run the Tartaros terminators from the box. Here are my thoughts:
I see Tartaros terminators as a generalist terminator unit very similar to vanilla tactical terminators, but with the option of superior close-range shooting as well as more flexible
CC loadouts with the ability to sweep. Tartaros are the same as Cataphractii and
CSM in that they come standard with combi-bolters which means worse shooting than vanilla tactical terminators at ranges above 12" but better firepower below that range bracket. As others have said, they lack access to
CMLs which also limits their very long range shooting. However, access to a reaper autocannon gives them respectable shooting, giving them good light vehicle (and even AAA/
FMC in a pinch because of Twin-linked). The heavy flamer is still not my favorite terminator weapon by a long shot, BUT Tartaros are a better platform than Cataphractii in that they can use it to overwatch. Plasma Blaster on the Sergeant pairs well with a reaper for additional S7 shooting at close range and also gives you the only ranged weapon capable of ignoring 2+ or 3+ armor saves. Actually this is noteworthy as one of the only AP2 termi weapons of the game. Other than combi weapons or
DA plasma cannons, the plasma blaster is the only AP2 option for most people. Assault 2 is nice to a point, but there's only a 6" bracket where it's better than a standard plasma gun, and you're losing 6" of range compared to a
PG for that extra shot (once again confirming Tartaros pattern termis as close-range generalists). The fact that it comes on the sergeant and doesn't interfere with taking a squad heavy weapon is excellent as well*. I'm going to generally ignore the Volkite Charger. It's cool looking, but worse range than the plasma blaster, mediocre strength and
AP and the option to generate a maximum of 4 hits is not much justification over the standard combi-bolter. If you could swap out the weaponry for the whole squad, it would be one thing (I'm talking
40k rules only here...) but I just don't see the utility of a single weapon.
*excellent in that you don't have to give up a heavy weapon for it, less excellent in that you can only ever have one in a unit. Interestingly, I think this makes larger, ten-man squad a little less enticing in some ways...
Here is my proposed load-out for a 5 man squad:
3x combi-bolters, Reaper
AC, Plasma Blaster, 4x Single Lightning Claws, 1x Powerfist or Chainfist
Probably the breakdown would be:
1x Sergeant: Plasma Blaster/Lightning Claw
2x
LC/Combi-Bolter
1x Powerfist (or
CF)/Combi-Bolter
1x
LC/Reaper
AC
Here's my reasoning:
Weapons
If you want double lightning claws in any number, you'll usually want Cataphractii terminators for the added durability since Cataphractii win over both assault and Tartaros in this respect. BUT, lightning claws allow you to strike at initiative in
CC which for Tartaros who have a poorer invul. compared to
TH/
SS assault or Cataphractii is an important consideration. It allows them to swing
before most of the
CC weapons that have AP2 have a chance to harm them. The sergeant replaces his sword with a claw because there's almost no reason not to. He doesn't have a pistol so he can't generate an extra attack from the sword. Statistically, the single
LC is going to out-perform the sword unless you're swinging against something where the slight boost to your ability to
hit your target trumps your ability to wound--conceivably possible, but generally less likely. I'm thinking to add a single fist or Chainfist just for the utility of the higher strength
CC hits --a power fist if you want to save on points, a chain fist if you want more punch against vehicles and as a walker deterrent.
Here is the interesting thing about the 4x single
LC and 1x Chainfist set up. It's statistically going to kill as many tactical marines as a vanilla tactical terminator squad--about 5.75 marines on-the-charge. The vanilla powerfist attacks are a bit more effective than the single
LCs, but the vanilla squad is stuck with an un-upgradable powersword sergeant. The real advantage of the claws is initiative as stated above.
Plasma Blaster and Reaper
AC because they are generally the two best special weapons for the squad and give good quality shooting especially below 12" where the combi-bolters reach their sweet spot.
Tactics
Basically shoot, assault, repeat. Tactical squads or other
MEQ are your assault targets. Plasma Blaster and Reaper should open up their transports well enough. just try to pick your targets well. Anything less than power armor and your claws are doing over-kill; anything more, and you'll be bogged down and only killing off the occasional goon with your Chainfist. Don't charge anything too scary. Remember these guys are still flexible generalists. Don't run them into a suicidal charge against a Deathstar.
You could add the grenade harness if you feel the need. With the claws, you'd actually benefit from it if assaulting into cover. Alternatively, you could also just run them in an
LRC. Personally, I'd just teleport them in or footslog. An
LRC is an expensive upgrade and if you're chauffeuring them straight into assault, you might as well run hammernators, or
LC Cataphracts.
HQ Pairing
The first one that comes to mind is Marneus Calgar.

He is, of course, ludicrously expensive. He's also the only
HQ in the vanilla 'dex that can sweeping advance while wearing
TDA so if sweep is important to you and you reeeeally want an
HQ in termi armor to go with your terminators, he's your guy. It's not like he's a liability to the squad since he can contribute to shooting with
AP 2 bolters and he's a filthy beast in assault. He also costs more the the rest of the squad combined, so at that point you may have to ask yourself who is really babysitting whom. It's too bad we can't have generic
HQs in Tartaros like they had for Cataphractii armor...sigh
Other than that, you've got your other generic terminator
HQ options if you don't care about losing sweep. Or you could run anything in regular power armor or artificer if you don't care about teleport.
Personally, I'm inclined to suggest running them without an
HQ just to keep the cost down and use them as a support unit to your other big scary threats.
Alternate Load-outs
Bringing both the Reaper
AC and the Plasma Blaster is an expensive combo so here are a few alternatives to save on points:
• Plasma Blaster, 4x single
LC, 4x Combi-bolter, 1x Chainfist --lose the autocannon completely and just go with the
PB as your special weapon. Makes the squad even more dependent on close range shooting, but lessens the sticker shock.
• Plasma Blaster, 4x single
LC, 3x Combi-bolter, 1x Heavy Flamer, Chainfist --same as above but with the heavy flamer just for cheap(ish) kicks before you charge into assault as well as Overwatch hits against things like Genestealers
• Plasma Blaster, 3x single
LC, 1x Double Claws, 3x Combi-bolter, Chainfist --replace the heavy with twin claws for extra
CC power. You only get one extra attack for this which i'm not sure is a great trade even if it doesn't cost you points.