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Made in us
Scuttling Genestealer







<TEMPESTUS REGIMENT>
Militarum Tempestus units in your army gain the <Tempestus Regiment> keyword. When you include a unit with the <Tempestus Regiment> keyword in your army, you must nominate which Tempestus Regiment it is from, and then replace all instances of the <Tempestus Regiment> keyword on that unit's datasheet with the name of your chosen Tempestus Regiment. The <Tempestus Regiment> keyword can only be replaced by one of the following:

  • 54th Psian Jackals
  • 32nd Thetoid Eagles
  • 133rd Lambdan Lions
  • 43rd Iotan Dragons
  • 55th Kappic Eagles
  • 9th Iotan Gorgonnes

  • If your army contains any units with both the <Regiment> and <Tempestus Regiment> keywords, you must choose a different keyword to replace each of those keywords on those units' datasheets.


    REGIMENTAL DOCTRINES
    If your army is Battle-forged, all <Tempestus Regiment> units in a Militarum Tempestus Detachment gain a Regimental Doctrine selected from those presented on the page opposite, so long as every unit in that Detachment (excluding the Advisors and Auxilla mentioned below) has the same <Tempestus Regiment> keyword.

    Spoiler:

    Storm Troopers
  • If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.

  • 54th Psian JackalsDeath From The Dark
  • Each model destroyed by an attack made by a model with this doctrine in your Shooting phase is treated as 2 destroyed models in the following Morale phase.

  • 32nd Thetoid EaglesPredatory Strike
  • When resolving an attack made with a ranged weapon by a model with this doctrine against a unit that is within half range, an unmodified hit roll of 6 scores 1 additional hit.

  • 133rd Lambdan LionsPrized Weaponry
  • Improve the Armour Penetration characteristic of weapons models with this doctrine are equipped with by 1 (e.g. AP 0 becomes AP -1).

  • 43rd Iotan DragonsCrack Shots
  • Add 6" to the Range characteristic of Rapid Fire weapons models with this doctrine are equipped with.

  • 55th Kappic EaglesMobilised Infantry
  • Infantry models with this doctrine do not suffer the penalty for moving and firing Heavy weapons. When resolving an attack made by a model with this doctrine in a turn in which it disembarked from a Transport, add 1 to the hit roll.

  • 9th Iotan GorgonnesResolute Heroism
  • When resolving an attack made with a ranged weapon by an Infantry model with this doctrine against the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit.


  • Greater Good FAQ:
    Spoiler:
    Q: Are the Militarum Tempestus Regimental Doctrines taken
    in addition to the Storm Troopers Regimental Doctrine listed in
    Codex: Astra Militarum, or instead of it?

    A: They are taken instead of the Storm Troopers
    Regimental Doctrine in Codex: Astra Militarum.
    Note, if you wish to continue using your Militarum Tempestus
    Detachments as you currently have been, you can simply
    select the Storm Troopers Regimental Doctrine from
    page 65 in Psychic Awakening: The Greater Good


    ADVISORS AND AUXILLA
    The units listed below can be included in a Militarum Tempestus Detachment, despite not having the Militarum Tempestus keyword. In addition, they do not prevent other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the units listed below can never themselves benefit from a Regimental Doctrine.
    Spoiler:
  • Tech-Priest Enginseer
  • Servitors
  • Ministorum Priest
  • Crusaders
  • Aeronautica Imperialis units
  • Militarum Auxilla units
  • Officio Prefectus units
  • Scholastica Psykana units


  • HEIRLOOMS OF THE REGIMENTS
    If your army is led by a Warlord in a Militarum Tempestus Detachment, you can give one of the following Relics to a Character model in a Militarum Tempestus Detachment from your army instead of giving them a Relic from Codex: Astra Militarum.
    Note that some Relics are weapons that replace one of the model's existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.
    Spoiler:

    THE HOUND'S TEETH
    54th Psian Jackals model equipped with a chainsword only. This relic replaces a chainsword and has the following profile:
    S+1/AP -2/D2 | When the bearer fights, it makes 3 additional attacks with this weapon. When resolving an attack made with this weapon against an AELDARI unit, you can re-roll the wound roll.

    FIRE OF JUDGEMENT
    32nd Thetoid Eagles model equipped with a hot-shot laspistol only. This Relic replaces a hot-shot laspistol and has the following profile:
    12" Pistol 2 | S3/AP-/D- | When resolving an attack made with this weapon, a successful hit roll inflicts 1 mortal wound on the target and the attack sequence ends.

    REFRACTOR FIELD GENERATOR
    133rd Lambdan Lions model only. Friendly 133rd Lambdan Lions models have a 5+ invulnerable save whilst within 6" of a model from your army with this Relic.

    EMPEROR'S FURY
    43rd Iotan Dragons model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
    -Standard | 12" Pistol 3 | S7/AP-3/D1
    -Supercharge | 12" Pistol 3 | S8/AP-3/D2

    DISTRACTION CHARGES
    55th Kappic Eagles model only. When resolving an Overwatch attack made by a friendly 55th Kappic Eagles model within 3" of a model with this Relic, if that attack scores a hit, the target is slowed until the end of the phase. When a charge roll is made for a slowed unit, halve the result (rounding up).

    BLESSED BOLT PISTOL
    9th Iotan Gorgonnes model equipped with a Bolt Pistol only. This Relic replaces a Bolt Pistol and has the following profile:
    12" Pistol 2 | S5/AP-2/D2 | This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of 3 for that attack.



    MILITARUM TEMPESTUS WARLORD TRAITS
    If a Militarum Tempestus unit in a Militarum Tempestus Detachment from your army is your Warlord, you can pick a Militarum Tempestus Warlord Trait from the list below instead of from the Warlord Traits table in Codex: Astra Militarum, but only if your Warlord is from the relevant Tempestus Regiment.
    Spoiler:

    54th Psian Jackals: Skilled Tracker
    At the start of the first battle round, before the first turn begins, select up to three 54th Psian Jackals units from your army on the battlefield. Remove those units from the battlefield then set them up again as described in the Deployment section of the mission being played (if both players have abilities that redeploy a unit, roll off; the winner chooses who redeploys their units first).

    32nd Thetoid Eagles: Uncompromising Prosecution
    When resolving an attack made with a hot-shot lasgun, hot-shot laspistol, or hot-shot volley gun by a friendly 32nd Thetoid Eagles model whilst within 6" of this Warlord, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -4 for that attack.

    133rd Lambdan Lions: Keys to the Armoury
    Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly 133rd Lambdan Lions units whilst their unit is within 6" of this Warlord.

    43rd Iotan Dragons: Precision Targeting
    At the start of your Shooting phase, select one enemy unit within 18" of this Warlord. Until the end of that phase, when resolving an attack made by a friendly 43rd Iotan Dragons model whist its unit is within 6" of this Warlord, that enemy unit does not receive the benefit of cover.

    55th Kappic Eagles: Master Vox
    When using this Warlord's Voice of Command ability, it can issue orders to friendly 55th Kappic Eagles Infantry units within 24". In addition, while this Warlord is embarked within a Transport model it can still use its Voice of Command ability; when doing so, make any measurements from that Transport model's hull.

    9th Iotan Gorgonnes: Sanctity of Spirit
    When a Psychic test is taken for an enemy Psyker model within 24" of this Warlord, that model suffers Perils of the Warp on a roll of any double.


    MILITARUM TEMPESTUS SPECIALIST DETACHMENT
    Spoiler:
    Tempestus Drop Force (1CP)
    Use this Stratagem when choosing your army. Pick a Militarum Tempestus Detachment from your army to be a Tempestus Drop Force Specialist Detachment. Tempestor Primes, Tempestus Scions, Tempestus Command Squads and Valkyries in that Detachment gain the Tempestus Drop Force keyword.
  • If a Tempestus Drop Force Character is your Warlord, you can give them the following Warlord Trait.
  • If your army includes any Tempestus Drop Force Specialist Detachments, you can give the following relic to a Tempestus Drop Force Character in your army.

  • Tempestus Drop Force Warlord Trait: Grav-Chute Commando
    Add 1 to hit rolls for attacks made by friendly Tempestus Drop Force Infantry units that disembarked from a friendly Tempestus Drop Force Valkyrie this turn while they are within 6" of your Warlord.

    Tempestus Drop Force Relic: Cypra Mundi Null-Emitter
    If the bearer is targeted or affected by a psychic power, roll a D6; on a 2+ the psychic power has no effect on the bearer.

    Tempestus Drop Force Strategems:
    Precision Drop (1CP)
    Use this Stratagem at the start of your Movement phase. Pick a Tempestus Drop Force Valkyrie from your army. Until the end of that phase, if models embarked within that Valkyrie use the Grav-chute Insertion ability to disembark, do not roll a d6 for each model to determine if any are slain. Instead, no models from that unit are slain by that ability.

    Aerial Fire Support (1CP)
    Use this Stratagem in the enemy Charge phase after a Tempestus Drop Force Infantry unit from your army is chosen as the target of an enemy unit’s charge. Pick a Tempestus Drop Force Valkyrie from your army within 6" of the unit being charged. That Valkyrie can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.


    MILITARUM TEMPESTUS STRATEGEMS
    If your army is Battle-forged and includes any Militarum Tempestus Detachments (excluding Auxiliary Support Detachments), you have access to the Strategems shown here, and can spend Command Points to activate them. When one of these Strategems refers to a unit from your army, that unit must be in a Militarum Tempestus Detachment from your army.

    Universal Militarum Tempestus Strategems:
    Spoiler:

    Superior Intelligence (1CP)
    Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your MILITARUM TEMPESTUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

    Point-Blank Efficacy (1CP)
    Use this Strategem in your Shooting phase, when a Militarum Tempestus unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit against a unit within half range, add 1 to the Strength characteristic of that weapon for the attack.

    Unquestioning Obediance (1CP)
    Use this Strategem in the Morale phase. Select one Tempestor Prime or Commissar model from your army. Until the end of that phase, when a Morale test is taken for a friendly Militarum Tempestus unit within 12" of that model, do not roll the dice; it is automatically passed.

    Precision Drop (1CP)
    Use this Strategem in your Movement phase. Select one Aeronautica Imperialis model with the Flyer Battlefield Role and the Grav-chute Insertion ability from your army. Until the end of that phase, when a Militarum Tempestus unit with the Arial Drop ability embarked aboard that model disembarks, that unit must be set up more than 5" away from any enemy models, instead of more than 9". In addition, if that model moved more than 20" that phase, do not roll a D6 for each model disembarking; no models are destroyed.

    Hammer Blow (2CP)
    Use this Strategem in your Shooting phase, when a model is destroyed by an attack made by an Aeronautica Imperialis model with the Flyer Battlefield Role from your army. That destroyed model's unit is pinned until the start of your next turn. Halve the result of any Advance and Charge rolls made for pinned units. When resolving an attack made with a ranged weapon by a model from a pinned unit, subtract 1 from the hit roll.

    Advanced Counter-Measures (1CP)
    Use this strategem before the battle. Select one Valkyrie model from your army. When you declare that model will Hover, it does not lose the Hard to Hit ability.

    Tactical Air Control (1CP)
    Use this Strategem at the start of your Shooting phase. Select one Officer of the Fleet model from your army. Until the end of that phase, when picking an enemy unit for that model's Air Raid Requested or Strafing Coordinates abilities, you can measure the range and visibility from any friendly Militarum Tempestus unit on the battlefield that has a vox-caster, instead of from that model. When rolling a D6 for that model's Air Raid Requested ability, add 2 to the roll.

    Progeny of Conflict (1CP)
    Use this Strategem before the battle, after nominating your Warlord. Select one Militarum Tempestus Character model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Strategem once per battle.

    Killing Zone (1CP)
    Use this Strategem in your Shooting phase, after you have shot with a <Tempestus Regiment> Infantry unit from your army. Select one enemy unit that had any models destroyed as a result of attacks made by models from that unit in that phase. Until the end of that phase, when resolving an attack made by a friendly <Tempestus Regiment> Infantry model against that enemy unit, add 1 to the wound roll.

    Regiment-Specific Militarum Tempestus Strategems:

    Spoiler:
    54th Psian Jackals - Ellusive Hunters (1CP)
    Use this Strategem in your opponent's Shooting phase, when a 54th Psian Jackals unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack made with a ranged weapon by an enemy model against that unit whist that unit is not within half range, subtract 1 from the hit roll.

    32nd Thetoid Eagles - Full Charge (1CP)
    Use this Strategem in your Shooting phase, when a 32nd Thetoid Eagles Taurox Prime model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model against an enemy unit within 12", you can re-roll the hit roll.

    133rd Lambdan Lions - Gifts from the Mechanicus (1CP)
    Use this strategem in your Shooting phase, when a 133rd Lambdan Lions unit from your army is chosen to shoot with. Until the end of that phase when resolving an attack made with a hot-shot lasgun, hot-shot laspistol, or hot-shot volley gun by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.

    43rd Iotan Dragons - Drilled to Perfection (1CP)
    Use this Strategem in your opponents Charge phase, before a 43rd Iotan Dragons unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4+ scores a hit.

    55th Kappic Eagles - Tactical Misdirection (1CP)
    Use this Strategem in your Shooting phase, when a model is destroyed by an attack made by a model in a 55th Kappic Eagles unit from your army. In your opponent's next Shooting phase, when resolving an attack made by an enemy model against a unit other than that 55th Kappic Eagles unit, subtract 1 from the hit roll if that 55th Kappic Eagles unit is the closest visible unit from your army to that model.

    9th Iotan Gorgonnes - Daring Descent (1CP)
    Use this Strategem in your Movement Phase. Select one 9th Iotan Gorgonnes unit from your army that was set up in a high-altitude transport. Until the end of that phase, when you set up that unit on the battlefield using the Aerial Drop ability, that unit must be set up more than 5" away from any enemy models, instead of more than 9". You cannot charge with that unit this turn.


    ASTRA MILITARUM STRATEGEMS
    (That Can Be Used With Tempestus Detachment Units)
    Spoiler:
    RELENTLESS (1CP)
    Use this Stratagem at the start of your turn. Select one VEHICLE model (except a TITANIC model) that has a damage table on its datasheet. Until the end of that turn, that model uses the top row of its damage table, regardless of how many wounds it has lost.

    JURY RIGGING (1CP)
    Use this Stratagem at the start of your turn. Select an ASTRA MILITARUM VEHICLE from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn.

    DEFENSIVE GUNNERS (1CP)
    Use this Stratagem when a charge is declared against one of your ASTRA MILITARUM VEHICLE units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.

    CRUSH THEM! (1CP)
    Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+.

    TAKE COVER! (1CP)
    Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your ASTRA MILITARUM INFANTRY units as a target. You can add 1 to armour saving throws you make for this unit until the end of the phase.

    INSPIRED TACTICS (1CP)
    Use this Stratagem after an OFFICER from your army has issued an order or tank order. That officer may immediately issue an additional order.

    GRENADIERS (1CP)
    Use this Stratagem before an ASTRA MILITARUM INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.

    FIGHT TO THE DEATH (1CP)
    Use this Stratagem at the start of the Morale phase. Pick an ASTRA MILITARUM INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test.

    FIRE ON MY POSITION (3CP)
    Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3" of it. On a 4+ that unit suffers D3 mortal wounds.

    VENGEANCE FOR CADIA! (1CP)
    Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target CHAOS units until the end of the phase.

    SHIELD OF FLESH (1CP)
    Use this Stratagem in the Shooting phase, when an INFANTRY unit from your army that is within 3" of a friendly BULLGRYNS unit is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that INFANTRY unit, if that BULLGRYNS unit is closer to the attacking model than that INFANTRY unit is, subtract 1 from the hit roll.

    FURIOUS CHARGE (1CP)
    Use this Stratagem in your Charge phase, when an OGRYN unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.

    FOCUSED BOMBARDMENT (1CP)
    Use this Stratagem in your Shooting phase, when a MASTER OF ORDNANCE unit from your army is chosen to shoot with. Until the end of that phase, the artillery barrage that unit is equipped with has a Type characteristic of Heavy 6.

    IMPERIAL COMMANDER’S ARMOURY (1CP/3CP)
    Use this Stratagem before the battle. Your army can have one extra relic from the Heirlooms of Conquest for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different ASTRA MILITARUM CHARACTERS. You can only use this Stratagem once per battle.

    PRELIMINARY BOMBARDMENT (2CP)
    Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle.


    MILITARUM TEMPESTUS UNITS

    Tempestor Prime
    Spoiler:
    (3 Power) Includes 1 Tempestor Prime with a hot-shot laspistol, frag grenades, and krak grenades.
    Tempestor Prime (35pts) | M6" | WS 3+ | BS 3+ | S3 | T3 | W4 | A3 | Ld 8 | Sv 4+ |
  • This model may take a chainsword or one item from the Melee Weapons list.
  • This model may replace its hot-shot laspistol with a Tempestus command rod, a bolt pistol, or a plasma pistol
  • Voice of Command — May issue orders to Militarum Tempestus units
    Tempestus Command Rod — A model with a Tempestus Command Rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
    Aerial Drop — During deployment you can set up this model in a high-altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your Movement phases the model can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
    Plasma Pistol (5pts.) | 12" Pistol 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3 | D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Hot-shot Laspistol | 6" Pistol 1 | S3 | AP-2 | D1 |
    Bolt Pistol (1pt.) | 12" Pistol 1 | S4 | AP-0 | 1D |
    Frag Grenade | 6" Grenade 1d6 | S3 | AP-0 | D1 |
    Krak Grenade | 6" Grenade 1 | S6 | AP-1 | 1d3 |
    Chainsword | S-User | AP-0 | D1 |
    Power Sword (4pts.) | S-User | AP-3 | D1 |
    Power Fist (8pts.) | Sx2 | AP-3 | 1d3 | Subtract 1 from the hit roll


    Militarum Tempestus Scions
    Spoiler:
    (3 Power): Includes 1 Tempestor and 4 Tempestus Scions — and up to 5 additional Tempestus Scions (+2 Power)
    Tempestus Scions (7ppm) | M6" | WS 4+ | BS 3+ | S3 | T3 | W1 | A1 | Ld 6 | Sv 4+ |
    Tempestor (7ppm) | M6" | WS 4+ | BS 3+ | S3 | T3 | W1 | A2 | Ld 7 | Sv 4+ |
  • Each Tempestus Scion is armed with a hot-shot lasgun, frag grenades, and krak grenades.
  • The Tempestor is armed with a hot-shot laspistol, chainsword, frag grenades, and krak grenades.
  • One Tempestus Scion may either replace its hot-shot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
  • For every five models in the unit, up to two other Tempestus Scions may replace their hot-shot lasgun with a flamer, meltagun, plasma gun, grenade launcher or hot-shot volley gun.
  • The Tempestor may replace their chainsword with an item from the Melee Weapons list (Power Sword/Fist).
  • The Tempestor may replace their hot-shot laspistol with a bolt pistol or plasma pistol.
  • Aerial Drop: During deployment, you can set up this unit in a high-altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your Movement phases the unit can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
    Vox-caster (5pts.): If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
    Hot-shot Lasgun | 18" Rapid Fire 1 | S3 | AP-2 | D1 |
    Hot-shot Volley Gun (7pts.) | 24" Heavy 4 | S4 | AP-2 | D1 |
    Flamer (6pts.) | 8" Assault 1d6 | S4 | AP-0 | 1D | Automatically hits target
    Grenade Launcher (3pts.)
    Frag | 24" Assault 1d6 | S3 | AP-0 | D1 |
    Krak | 24" Assault 1 | S6 | AP-1 | 1d3 |
    Meltagun (14pts.) | 12" Assault 1 | S8 | AP-4 | 1d6 | When target is in half range, roll two dice when inflicting damage and discard the lowest result.
    Plasma Gun (11pts.) | 24" Rapid Fire 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3| D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Plasma Pistol (5pts.) | 12" Pistol 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3 | D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Hot-shot Laspistol | 6" Pistol 1 | S3 | AP-2 | D1 |
    Bolt Pistol (1pt.) | 12" Pistol 1 | S4 | AP-0 | 1D |
    Frag Grenade | 6" Grenade 1d6 | S3 | AP-0 | D1 |
    Krak Grenade | 6" Grenade 1 | S6 | AP-1 | 1d3 |
    Chainsword | S-User | AP-0 | D1 |
    Power Sword (4pts.) | S-User | AP-3 | D1 |
    Power Fist (8pts.) | Sx2 | AP-3 | 1d3 | Subtract 1 from the hit roll


    Militarum Tempestus Command Squad
    Spoiler:
    (3 Power): Includes 4 Tempestus Scions
    Tempestus Scions (7ppm) | M6" | WS 4+ | BS 3+ | S3 | T3 | W1 | A1 | Ld 6 | Sv 4+ ||
  • Each Tempestus Scion is armed with a hot-shot lasgun, frag grenades, and krak grenades.
  • One Tempestus Scion may either replace its hot-shot lasgun with a hot-shot laspistol and a vox-caster, or take a hot-shot laspistol and a vox-caster in addition to their hot-shot lasgun.
  • One other model may either replace its hot-shot lasgun with a hot-shot laspistol and a medi-pack, or take a hot-shot laspistol and a medi-pack in addition to their hot-shot lasgun.
  • One other model may take a platoon standard.
  • Up to four other models may replace their hot-shot lasgun with a flamer, meltagun, plasma gun, grenade launcher or hot-shot volley gun.
  • Aerial Drop: During deployment, you can set up this unit in a high-altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your Movement phases the unit can make an aerial drop – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
    Vox-caster (5pts.): If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
    Platoon Standard(5pts.): All MILITARUM TEMPESTUS units within 6" of any friendly units with a platoon standard may add 1 to their Leadership when taking Morale tests.
    Medi-pack(5pts.): At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.

    Hot-shot Lasgun | 18" Rapid Fire 1 | S3 | AP-2 | D1 |
    Hot-shot Volley Gun (7pts.) | 24" Heavy 4 | S4 | AP-2 | D1 |
    Flamer (6pts.) | 8" Assault 1d6 | S4 | AP-0 | 1D | Automatically hits target
    Grenade Launcher (3pts.)
    Frag | 24" Assault 1d6 | S3 | AP-0 | D1 |
    Krak | 24" Assault 1 | S6 | AP-1 | 1d3 |
    Meltagun (14pts.) | 12" Assault 1 | S8 | AP-4 | 1d6 | When target is in half range, roll two dice when inflicting damage and discard the lowest result.
    Plasma Gun (11pts.) | 24" Rapid Fire 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3| D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Plasma Pistol (5pts.) | 12" Pistol 1 | S7 | AP-3 | D1 |
    Overcharge: S8 | AP-3 | D2 | On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
    Hot-shot Laspistol | 6" Pistol 1 | S3 | AP-2 | D1 |
    Bolt Pistol (1pt.) | 12" Pistol 1 | S4 | AP-0 | 1D |
    Frag Grenade | 6" Grenade 1d6 | S3 | AP-0 | D1 |
    Krak Grenade | 6" Grenade 1 | S6 | AP-1 | 1d3 |
    Chainsword | S-User | AP-0 | D1 |
    Power Sword (4pts.) | S-User | AP-3 | D1 |
    Power Fist (8pts.) | Sx2 | AP-3 | 1d3 | Subtract 1 from the hit roll


    Taurox Prime
    Spoiler:
    (6 Power)(80pts): A single model equipped with a Taurox Battle Cannon and two Hot-Shot Volley Guns.
    Taurox Prime: | M* | WS 6+ | BS* | S6 | T6 | W10 | A* | Ld 7 | Sv 3+ |
    W:6-10+ | M 14" | BS 3+ | A 3|
    W:3-5 | M 10" | BS 4+ | A d3|
    W:1-2 | M 6" | BS 5+ | A 1|

    This model may replace its Taurox battle cannon with a Taurox gatling cannon or a Taurox missile launcher.
    This model may replace its two hot-shot volley guns with two autocannons.
    This model may take a storm bolter or a heavy stubber.

    Autocannon (10pts) |48"|Heavy 2|S7|AP-1|D2|
    Heavy Stubber (2pts) |36"| Heavy 3 | S4 | AP-0 | D1
    Hot-shot Volley Gun (7pts.) | 24" | Heavy 4 | S4 | AP-2 | D1 |
    Storm Bolter (2pts) |24" | Rapid Fire 2 | S4 | AP-0 | D1 |
    Taurox battle cannon (18pts) | 48" | Heavy d6 | S7 | AP-1 | d3 |
    Taurox gatling cannon (20pts) | 24" | Heavy 20 | S4 | AP-0 | D1 |
    Taurox missile launcher (30pts)
    - Frag Missile | 48"| Heavy 2d6 | S4 | AP-0 | D1 |
    - Krak Missile | 48"| Heavy 2 | S8 | AP-2 | d6 |


    If you have any feedback or ideas to add to the primer, feel free to let me know, otherwise I welcome discussion on Militarum Tempestus tactics!

    This message was edited 71 times. Last update was at 2020/06/17 00:57:49


     
       
    Made in gb
    Junior Officer with Laspistol




    Manchester, UK

    I'm liking the idea of a small detachment of Scions to cause some backfield mischief for my Guard army. Something like Tempestor and two 10 man squads, with 4plasma and 4 melta. Thinking of the Dragons for the extra range, as well as giving the relic pistol to a squad for 11 plasma shots on the drop total. Gorgonnes are also a possibility, for that sweet 5" melta drop and extra shots.

    I know melta gets a bad rep but it's a model thing really. Getting plasma Kasrkin these days is expensive, so you work with what you have.

    This message was edited 1 time. Last update was at 2020/02/10 01:49:22


    The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

    "Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
       
    Made in us
    Decrepit Dakkanaut




     Trickstick wrote:
    I'm liking the idea of a small detachment of Scions to cause some backfield mischief for my Guard army. Something like Tempestor and two 10 man squads, with 4plasma and 4 melta. Thinking of the Dragons for the extra range, as well as giving the relic pistol to a squad for 11 plasma shots on the drop total. Gorgonnes are also a possibility, for that sweet 5" melta drop and extra shots.

    I know melta gets a bad rep but it's a model thing really. Getting plasma Kasrkin these days is expensive, so you work with what you have.

    If you just said everything was Plasma people won't care.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in gb
    Junior Officer with Laspistol




    Manchester, UK

    Slayer-Fan123 wrote:
    If you just said everything was Plasma people won't care.


    Eh, I am a bit of a stickler for my own wysiwyg to be honest. I like everything being correct. I even have correct grenades, bayonets, ammo packs, and water skins on all of my basic infantry.

    Not that I am to bothered about others, I will always allow counts-as if it is simple to understand.


    Automatically Appended Next Post:
    Ok, something I may have wrong and wanted to toss it out. The Gorgonnes relic replaces a boltgun. I think the only tempestus model that can use a boltgun is the Commissar. However, they don't have <Tempestus Regiment>, so can't be Gorgonnes. I think this means that no one can actually use the relic, am I missing something?

    Maybe you don't actually need the regiment keyword to use the relic? Not having the exact wording makes it hard for me to check.

    This message was edited 2 times. Last update was at 2020/02/10 02:14:25


    The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

    "Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
       
    Made in us
    Longtime Dakkanaut





    Can a tempest prime in the jackals give orders to a scion squad in the eagles?
    I get that commisars could give orders to either -- and a commisar with voice of command is a powerful warlord trait in an army with scions anyway -- but can they do so?

    Do scions have access still to generic gaurd orders like firstrankfiresecondrankfire, or the generic scion order "extermination protocol sancioned"?

    This is VERY important for design now, with 12 inch deepstrike possible for short range fire by hotshotlasguns, and the possibility of 36 bs3+ shots per 70 point bare troop unit of anti-horde with ap-2!!!
    Of course, that same unit with "exteriminaiton protocol sanctioned also cast on it (courtesy laurels of command) could put those 37 shots into a knight gallant, and roll as many as 74 times fishing for sixes to wound it. With something like amazing results possible, because this 70 point unit just became the workhorse of the scion army.

    This message was edited 1 time. Last update was at 2020/02/10 02:37:46


    Guard gaurd gAAAARDity Gaurd gaurd.  
       
    Made in ca
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    Not sure about the first 2, but yes they get all of the generic guard orders plus their specific one "EPS"
    Yes if you FRFSRF on a squad of Dragons they will melt hordes and any infantry really


    Automatically Appended Next Post:
    I know the Kappic Eagles aren't considered one of the stronger traits, however, for the way i run my scions 2 10 man squads with 4 plasma and plasma pistol in valks and a 10 man "dakka" squad with 4 volleyguns in a dakkaprime, i feel like its the strongest trait as i can turn one drop both valk squads in their face for 18 plasma shots that hit on 2's and reroll wounds (extermination protocol) in addition to the rest of my krieg laying down fire support. Then turn 2 the 10 man dakka squad jumps out of the prime somewhere in the mid-field and also hits on 2's with 16 volleygun shots (plus taurox wont move so hitting on 3's with 28 shots)> Also, a 4 plasma command squad jumps down turn 2 or 3 as a small reaction "force"

    This message was edited 2 times. Last update was at 2020/02/10 02:58:45


     
       
    Made in ca
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    Advanced Countermeasures is very interesting, could make Valks playable. Don't have my book with me, but there was some interesting stuff for Valk backed Tempestus detachment in Vigulus.

    Going to love the extra 6" range. Plus the Killing zone strat for +1 to wound.

    I like that there are now benefits to running large squads to maximize strats
       
    Made in ca
    Regular Dakkanaut





    Dukeofstuff wrote:

    Of course, that same unit with "exteriminaiton protocol sanctioned also cast on it (courtesy laurels of command) could put those 37 shots into a knight gallant, and roll as many as 74 times fishing for sixes to wound it. With something like amazing results possible, because this 70 point unit just became the workhorse of the scion army.


    One squad with both FRFSRF and elimination protocol (only 50% chance) will have to have your warlord drop with them and they only average 7 6's to wound so only about 5 wounds on a knight. Then they just get wiped and you lose warlord.
    36 shots, 24 hit, 4 then 3 wounds with the rerolls, 5+ save on the knight is 5/7 wounds go through
       
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    I was thinking two Scion Detachments. One would be Jackals with x4 10 Scions + Taurox, and use the Warlord Trait with maximum effect. Then the second detachment would be Dragons all Deep Striking. Haven't decided on a third detachment but likely stuff with just heavy weapons for the harder to kill monsters and tanks.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in ca
    Regular Dakkanaut





    I will almost definately run Jackals in friendly games because the trait is too inconsistent for tournament as there are a few armies which just ignore it, but it sounds like so much fun to play. And who doesn't want a tempestor prime running around with 6 attacks with a beefed up chainsword

    Now that I think about it, the meta is full of space marines, guard and aeldari the leadership might be good agaisnt that. You kill 4 shinging spears and now they auto-fail morale and each one that runs is a 34 poiunt unit. The warlord trait could really help too as my whole army is packed into 2 valks and a dakkaprime, it pretty much lets me redeploy my whole army. (the scion part of it, my krieg support will just have the take whats coming, although thats all they really live for so win-win)

    This message was edited 2 times. Last update was at 2020/02/10 03:17:15


     
       
    Made in us
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    Robcio wrote:
    Dukeofstuff wrote:

    Of course, that same unit with "exteriminaiton protocol sanctioned also cast on it (courtesy laurels of command) could put those 37 shots into a knight gallant, and roll as many as 74 times fishing for sixes to wound it. With something like amazing results possible, because this 70 point unit just became the workhorse of the scion army.


    One squad with both FRFSRF and elimination protocol (only 50% chance) will have to have your warlord drop with them and they only average 7 6's to wound so only about 5 wounds on a knight. Then they just get wiped and you lose warlord.
    36 shots, 24 hit, 4 then 3 wounds with the rerolls, 5+ save on the knight is 5/7 wounds go through


    I appreaciate that. Remember however, you can drop more than one such unit, if you wish, and make your valkyrie landing bubble into a firebase the enemy won't necessarily easily remove. Bring 5 crusaders iwth you and cower behind your valkyries, but use the orders to command your expendable troops out front. Or drop two such units and slash fire into a huge pile of orcs, each one, hoping for the doubleshots.
    Also, I yypically run Yarrik in my valkyrie bubble, so rerolls on 1's + the trait that lets you get 2 hits on a natural six to hit means 36 shots, 1's reroll (5 hits generated), 2's die, but 3-5 get 18 hits and sixes get 12. so 35ish hits per unit is statistically likely, leading to 35 rolls to wound (6 should do it) and then 29 more attempts to wound (5 should do it) or 11. that's between 5.5 on a 4++ knight, and about 8 on a not 4++ knight, per 70 point infantry unit. The other unit, that doesn't get both orders, surely will do half as well -- but this is also a point you might consider using a command reroll to stack the odds in your favor.

    Edit. I see I erred in saying you could drop two that way in one round. However, I have often had a few officers make it to round two, and a well protected warlord among them, so if you rinse and repeat, I reckon you will put a knight in the hurt far better than was possible last week.

    This message was edited 2 times. Last update was at 2020/02/10 03:32:34


    Guard gaurd gAAAARDity Gaurd gaurd.  
       
    Made in us
    Decrepit Dakkanaut




    Redeployment Traits or Strats are always worth it. And their Strat ain't too shabby. And they're really the only morale based Trait that might affect MSU. I'd never use their particular Relic though.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in ca
    Regular Dakkanaut





    Dukeofstuff wrote:
    Robcio wrote:
    Dukeofstuff wrote:

    Of course, that same unit with "exteriminaiton protocol sanctioned also cast on it (courtesy laurels of command) could put those 37 shots into a knight gallant, and roll as many as 74 times fishing for sixes to wound it. With something like amazing results possible, because this 70 point unit just became the workhorse of the scion army.


    One squad with both FRFSRF and elimination protocol (only 50% chance) will have to have your warlord drop with them and they only average 7 6's to wound so only about 5 wounds on a knight. Then they just get wiped and you lose warlord.
    36 shots, 24 hit, 4 then 3 wounds with the rerolls, 5+ save on the knight is 5/7 wounds go through


    I appreaciate that. But if you are dropping other scions around them (like a trio of plasma scion command squads) and firing artillery, that 5 or so points (for a 70 point model that just deepstrikes in and blasts away) is going to help -- and if you have a couple valkyries floating around to cower between, those warlords can be surprisingly hard to kill. (I used to run ogryn bodygaurds with my scion command group, too, which tends to grant that guy much longer life even as the obg get slaughtered by enemy infantry.)


    True, and you can use the +1W strat to get those numbers up. But it's still only 50% chance to get both orders, plus I'd rather just have the double order on my plasma squads to reroll 1's and wounds cuz they'll do more damage. I just feel like the strength 3 is outshined by other guns
       
    Made in us
    Longtime Dakkanaut





    It is .. right up until a horde strikes. Again, yarrik being in my van has made me pretty light on having to pass orders to my plasma, the ONLY thing I need give them is the extermination protocol, and they already are rerolling their 1's (and with the drop commander nearby, stepping out of valkyries, they also fire at +1. So they are hitting on 2's and rerolling 1's and rerolling all wounds on the knight, without needing double orders. That is what the OTHER tempestor primes come in the valkyries to do, but the fellow with the laurels (does not have ot be the warlord, just a guy with the relic laurels) is there for the people who need multiple orders cause they deepstrike in to support.

    This just gives me a new trick to add to the mix, is all.

    edit. yes, I am excited. I beat a tau army today in a game using this mix of stuff, its just plain FUN.

    This message was edited 2 times. Last update was at 2020/02/10 03:38:09


    Guard gaurd gAAAARDity Gaurd gaurd.  
       
    Made in us
    Enigmatic Chaos Sorcerer




    The dark hollows of Kentucky

    Slayer-Fan123 wrote:
    Redeployment Traits or Strats are always worth it. And their Strat ain't too shabby. And they're really the only morale based Trait that might affect MSU. I'd never use their particular Relic though.

    Just remember to paint them midnight blue with lightning bolts.
       
    Made in ca
    Regular Dakkanaut





    Right, I forgot you had yarrick. I see where you are coming from now. I also thought the laurels of command were a warlord trait for some reason. Yeah valk scions (and in general scions) are just so thematically cool, I love them. So glad we got new stuff to play around with
       
    Made in us
    Decrepit Dakkanaut




    Gadzilla666 wrote:
    Slayer-Fan123 wrote:
    Redeployment Traits or Strats are always worth it. And their Strat ain't too shabby. And they're really the only morale based Trait that might affect MSU. I'd never use their particular Relic though.

    Just remember to paint them midnight blue with lightning bolts.

    Oh and bat wings on their helmets, how cool would that be?

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in us
    Enigmatic Chaos Sorcerer




    The dark hollows of Kentucky

    Slayer-Fan123 wrote:
    Gadzilla666 wrote:
    Slayer-Fan123 wrote:
    Redeployment Traits or Strats are always worth it. And their Strat ain't too shabby. And they're really the only morale based Trait that might affect MSU. I'd never use their particular Relic though.

    Just remember to paint them midnight blue with lightning bolts.

    Oh and bat wings on their helmets, how cool would that be?

    Probably heretical.
       
    Made in us
    Fresh-Faced Inquisitorial Acolyte



    Seattle, WA

    I've been running scions for my inquisitorial stormtroopers for a while now. I am really excited to see a tactica!

     
       
    Made in us
    Fresh-Faced New User




    I'm planning on running some scion squads of Kappic Eagles. 10 man with 4 hot shot volley guns in a taurox with hot shot volleys and gatling gun, times three. Run them up the board turn 1, with the taurox putting a dent in the enemy horde rushing objectives, turn 2 they disembark and absolutely fry anything in their way that isn't a vehicle. Another detachment of plasma dudes coming in from valkyries for the vehicles/tough infantry/monsters. Hitting on 2's and combining Killing Zone and Point Blank Efficacy will annihilate hordes, then go step on objectives and use the Tauroxes as a wall to keep them safe. Some crack shot naked squads to drop in and take objectives from infantry/jump on far objectives too.

    I'm not a competitive player, but this sounds fun as hell.
       
    Made in us
    Lone Wolf Sentinel Pilot






    Texas

    I like the Kappic Eagles. I think you can precision drop those guys into cover/ruin with 5" pop an enemy Model, then use the Tactical Misdirection to give more than likely -1 to hit for your entire army.

    Use 2 astropath to buff them with Physic Barrier and Nightshroud for more survivability.

    Or just fly the Valykrie up close, using advanced counter measures stratagem if needed. Now your Valkyrie is at -1 to hit and screening the entire army.

    Taking just a small detachment you can rinse and repeat.

    This message was edited 1 time. Last update was at 2020/02/10 15:40:09


    10000+
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    *I'm on Bartertown as Dynas 
       
    Made in fi
    Locked in the Tower of Amareo





    What you mean by screening? Enemy can ignore the -1 to hit valkyrie and shoot at rest at will?

    2024 painted/bought: 109/109 
       
    Made in us
    Lone Wolf Sentinel Pilot






    Texas

    tneva82 wrote:
    What you mean by screening? Enemy can ignore the -1 to hit valkyrie and shoot at rest at will?


    If the valkyrie is the closed model, you play that stratagem, if they shoot anything other than the Valkyrie then its at a -1 to hit.

    If they shoot at the Valkyrie it to still gets its inherent -1 to hit.
    If you have astropaths in range you can buff it with nightshroud and pyschic barrier. So now your Valkyrie is -2 to hit and a 2+ save.
    Just load the pyskers in there and drop them near him out of LoS of enemy in ruin to cast the powers.


    Edit: can even use Hammer Blow Stratagem for another -1 to hit on a unit. So something elite like a 6 man unit of Aggressors, or Devastator Centurions from Imperial fist, could be shooting at anywhere from -1 to -3 against your valkyrie. Everything else in there army is shooting at - or -2 (if you get Nightshroud). Or if they shoot anything else other than the Valkyrie at a -1 to hit.

    This message was edited 2 times. Last update was at 2020/02/10 16:05:59


    10000+
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    *I'm on Bartertown as Dynas 
       
    Made in ie
    Regular Dakkanaut






    The -1 to hit strat is only usable on Regiment units, so I don't think a Valkyrie can get it.

    It also says so long as the unit is the closest visible enemy unit, so you can't just hide a squad out of sight after killing a model sadly.

    Precision drop doesn't seem to exclude a unit from charging after using it, so it might actually be quite easy to use a 10 man squad to wrap a tank after arriving in.

    This message was edited 2 times. Last update was at 2020/02/10 16:19:28


       
    Made in us
    Lone Wolf Sentinel Pilot






    Texas

     Sentineil wrote:
    The -1 to hit strat is only usable on Regiment units, so I don't think a Valkyrie can get it.

    It also says so long as the unit is the closest visible enemy unit, so you can't just hide a squad out of sight after killing a model sadly.

    Precision drop doesn't seem to exclude a unit from charging after using it, so it might actually be quite easy to use a 10 man squad to wrap a tank after arriving in.


    Yeah cant work on valkyrie but you can still use it on cheap 5 man scions squad. Or like you said. didnt even think abuot that.

    Thats nasty. Drop in shoot, (potentially out of LoS) give up shooting and just charge in to tie up a unit. get a model killed, tripoint. Pop that stratagem. Now they cant even shoot that unit first to stop the -1 to the rest of your army.

    I actually like this a lot better. Still T3 though so its gonna die after 1 turn. Might be better to hide them

    10000+
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    DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

    *I'm on Bartertown as Dynas 
       
    Made in us
    Heroic Senior Officer





    Western Kentucky

    Hammer Blow 2CP
    Use this Strategem in your Shooting phase, when a model is destroyed by an attack made by an Aeronautica Imperialis model with the Flyer Battlefield Role from your army. That destroyed model's unit is pinned until the start of your next turn. Halve the result of any Advance and Charge rolls made for pinned units. When resolving an attack made with a ranged weapon by a model from a pinned unit, subtract 1 from the hit roll.

    Stormtroopers get a strat for any imperial flyer, nice. And that's pretty good too. A culture or Avenger can pretty reliably knock a model off an enemy unit and being able to cut advance, charge, and BS is pretty handy. Plus that can combo with the -1 to hit strats some of the Stormtroopers regiments get.


    Overall the Stormtrooper supplement looks to be a surprise hit. Most of these regiments have some really cool and different playstyles, and they look like they pretty much all can hold their own. The jackals, eagles, lions, and dragons all have some really great abilities and combos if done correctly. None of them seem like no brainers though, you'll have to set them up right and really maximize the first drop, but that's very appropriate for Stormtroopers and should be how they play

    Also, adding this from other thread on regard to jackals

     Sentineil wrote:
    It's a lot of investment for something that can be negated with a 2cp strat.

    It is definitely fun, but I think stacking to wipe one squad is a risk. It will be great for horde clearing and making 5 man squads actually fear moral.

    I think the key to making it work is not to stack it all on one enemy squad, but to spread it among a whole enemy army. He can only autopass one morale check. So you spread the damage a bit across a few units. So this probably works best as a mono or mostly mono stormtroopers force. This trait also works with tauroxes as well, so you can use some hiding in the back to help plink units for morale checks. Super deathstacking a single enemy squad is perhaps too easily countered, but say casting terrify on one enemy lynchpin unit while using the artillery debuffs on another gives you reasonable chances to wreck both squads, and the opponent will have to choose. He's more likely to pass the squad with less casualties, but if he's wrong he can lose more men. He can auto pass the squad with more casualties but is it worth two CP to save 1-2 centurions for example, especially when the average tournament list is not planning on reserving 2 cp for autopass morale of all things.

    Also, making a marine player burn 2 cp could be a big deal. We tend to be swimming in CP as mono guard. Perhaps it's worth it for us to burn 2-3 cp just to make the opponent burn 2, because he may start the game with 10 while we can easily start the game with 20. Perhaps one of the biggest bits of utility this list has is forcing your opponent to burn CP he can't afford. I mean take an army like admech or CSM. They're needing every CP planned to the wire usually. Forcing them to burn 2cp is a doubletap robbed from a CSM chaincannons squad, or a wrath of Mars from a Kastelans castle. You're quite literally fighting a war of attrition with CP at that point. Even better if you can force him to auspex scan and burn even more CP, killing a small Scion squad only for more to drop in behind it.

    This message was edited 1 time. Last update was at 2020/02/10 18:49:03


    'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

    "Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
       
    Made in us
    Longtime Dakkanaut





    Remember you have to kill something as well.

    So here is a trick I used to use in valkyries all the time.
    10 men squads leave 2 open slots.
    crusaders can take 2 man squads, giving you 3 attempts to make a charge, any charge, against the enemy with 3++ shielded microunits.
    Crusaders don't care from shooting, so drop them 9 inches exactly away from your target behind a ruin wall. (There is a lot of that terrain nearby).

    You can still carry the full 10 man scions in the bird, or better yet, a pair of 5 man scions units that you have included a powerweapon with since you plan to use them for this strat.
    It gives an extra roll to get into melee with 1 available reroll, its decent odds you can you can zip 2 crusaders up to the tank, and your scions can kill something else that your artillery section weakened. Then roll a 6 inch charge and pop the strat, immune to overwatch, and bring the crusaders if they failed the charge in with a move/charge next round.

    Bonus points for an astropath to throw malstrom at the tank each roudn and a powerfist on each of the two 5 man scion squadlets, in addition to a plasma pistol. You will get your -1 to be shot, but you will ALSO tear that tank up with gaurd units in melee, which is not a statement you often hear stated, and your pistols+powerfists+crusaders around means that jumping your squads with a countercharge won't be entirely free, either.

    Its annoying as heck even without the strat

    This message was edited 1 time. Last update was at 2020/02/10 18:58:42


    Guard gaurd gAAAARDity Gaurd gaurd.  
       
    Made in us
    Decrepit Dakkanaut




    You think Officers of the Fleet would be worth anything? They're dirt cheap for a couple of Mortal wounds and holding objectives.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in ca
    Regular Dakkanaut





    Slayer-Fan123 wrote:
    You think Officers of the Fleet would be worth anything? They're dirt cheap for a couple of Mortal wounds and holding objectives.


    There's also that new stratagem, so you can trigger the mortal wounds easier and from some scions, plus give your valks reroll ones on a unit. Could be interesting, was planning on converting one
       
    Made in gb
    Junior Officer with Laspistol




    Manchester, UK

    Robcio wrote:
    Slayer-Fan123 wrote:
    You think Officers of the Fleet would be worth anything? They're dirt cheap for a couple of Mortal wounds and holding objectives.


    There's also that new stratagem, so you can trigger the mortal wounds easier and from some scions, plus give your valks reroll ones on a unit. Could be interesting, was planning on converting one


    I really like the paint job I did on mine. As they are naval officers and not guard/tempestus, it gives you an excuse to do a completely different colour scheme on one model. I painted mine in my BFG colours for Battlefleet Halcyon.

    The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

    "Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
       
     
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