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Made in ca
Secretive Dark Angels Veteran




Canada

I thought I'd try my hand at a new mt codex which would make them more of an army and let them be very Lego setty through their association with the schola. Used in tandem with a unique table I call the tempestus tactics table (similar in nature to the old marine chapter tactics table).

So I'll skip lore mountain and get to the meat of the issue.

Warlord traits:
1- tactical advantage: your warlord has picked the precise moment to strike and the enemy isn't prepared for you. [ you may elect to re-roll your seize the initiative roll]

2- master of arms: your warlord is a skilled master of weapons [before deployment you may elect one weapon carried by your warlord, this weapon has the master-crafted special rule]

3- medical professional: prior to being a commander your warlord was a skilled field medic in the field he assists treating wounded when he can. [your warlord and any unit he joins have the feel no pain special rule if he is not in close combat]

4- strike from the shadows: your men are masters of ambush and guerilla warfare. You take advantage of this in this battle. [you may elect one squad (that has no transport) and they gain the infiltrate special rule]

5- lightning warrior: your warlord is a master of rapid deployment and his men will follow your lead every time. [ your warlord and friendly units within 12" have the fleet special rule].

6- voice of heroism: your warlord has a commanding presence and voice. When orders are given they are received [when issuing orders friendly units may re-roll their leadership test (accepting the second result as final)]

Army wide special rules and force organization chart:

army wide special rules:

Voice of command: your warlord is an officer, an officer is allowed to issue orders to friendly units from the list below. issuing an order takes place during the shooting phase but after the movement phase, and units receiving orders cannot shoot or run ( Unless designated so by the order or allowed to by the order anyway). The unit before carrying out an order must make a leadership test. You may issue one order per hq unless stated otherwise.

Orders:

"suppression fire of target ordered"
the ordered unit must make a shooting attack their shooting attacks have the pinning special rule

"Close assault sanctioned"
The ordered unit must shoot an enemy unit/model and then charge that unit during the charge sub-phase. It is assumed that the charge distance roll was successful. Note that they cannot charge farther than 12"

"bring down target flyer"
The ordered unit must make a shooting attack against an enemy flying monstrous creature/flying vehicle. They count as having the skyfire special rule

"unit stand firm"
the ordered unit if retreating immediately rallies, if the unit is not retreating they gain the fearless and stubborn special rules

"structure cleansing authorized"
The ordered unit must make a shooting attack against target enemy unit in cover/Structure. The shooting attacks count as having the ignores cover special rule, if the enemy unit survives the ordered unit must charge the target if possible.

"break enemy advance"
ordered unit must make shooting attack against the nearest enemy unit, this shooting attack counts as being twin linked.

"destroy designated enemy armor"
ordered unit must make a shooting attack against an enemy vehicle, these attacks have the tank hunter special rule

Formation, tempestus storm assault:

1-2 hq
3-6 troops
0-4 fast
0-2 elite

Special rules:

Combat squads:
troops choices numbering 10 models may before the start of deployment be divided into combat squads numbering 5 models, these squads are both effected by orders and may ride in the same transport if there is room for them both.

Tempestus assault tactics:

If your warlord is part of this detachment you may re-roll your warlord trait If using the table in this codex or the 40000 rulebook.

Relics Of the schola tempestus:

This list contains the relics of the militarium tempestus and you May have one relic per hq, per detachment (unless otherwise noted).

storm assault mask (20point) (tempestor prime or commissar/Lord commissar only)

This was an early prototype mask for tempestus scions that was found to be too difficult to mass produce despite being superior to the one they currently use. However certain copies have found their way into the hands of commanders and officers of the tempestus for one reason or another. It has an enhanced visual spectrum for night fighting and a more intimidating appearance

[The bearer of this relic has the night vision special rule as well as the fear special rule.]

The banner of thunder (tempestus command squad only, replaces battle standard) (65pts): this banner is handed out by schola tempestus only if a mission of great importance is to be undertaken, It is chanted over and prayed over by priests of the ecclisiarchy before battle. Tempestus upon seeing it are psycho indoctrinated to fight with incredible strength and will.

[ friendly militarium tempestus units within 12" have the adamantium will special rule]

the wings of faith (comissar/Lord comissar or tempestor prime only) (10 points) this strange artifact is a gift given to the tempestus from the sisters of battle that are blessed in their convents and made by their forge worlds. This is a sheet of metal worn under the armor with folded wings depicted on them.

[the bearer of this relic adds +1 to their armor save, note that if a weapon has the instant death special rule this artifact is ignored]

The sword of grim resolve (22 points) (tempestor prime only), this sword is sometimes given to a tempestor prime before deployment because he has a secret motive or agenda he must carry out on behalf of the inquisition as a grim reminder of the price of failure should he return alive. If such a thing happens he is in all likelyhood going to be executed by this very sword.

[ this is a power sword with the following statline:

S- ap3, bane of the traitor, master crafted]

New units:
troops:

Tempestus cadets:

Price and models: 30pts, 2 cadets and 1 senior cadet
3/3/3/3/4/1/7 3+
3/4/3/3/4/1/8 3+ (senior)

Equipment:
Las rifle
light flakk
krak grenade
teleportatium clarion beacon (senior cadet only)

Special rules:
scout

Upgrades:
may purchase 2 addition cadets (10ppm)
may replace their las rifles for shotguns
1 cadet may replace their weapon with a flamer (5pts)

Elite:

creed covert ops tank
price and models: 1 tank, 45ppm

-/4/10/10/9/1

Equipment:
ultra light chassis
hotshot volley gun
smoke launchers

Special rules:
ultra light chassis

Upgrades:
a squadron of two tanks May take a valkyrie as a dedicated transport, note that they count as 10 models and cannot ride in any other vehicle)
May purchase a second tank in a platoon of (45ppm)
May replace the hotshot volley gun with a light autocannon (10ppm)

Sisters of battle auxiliary Squad ( 85pts, 5 sisters)

4/4/3/4/4/1/9/+3

Equipment:
bolt pistol
bolter
Krak grenades
frag grenades

special rules:
fearless
fear
hatred

Upgrades:
may take a valkyrie or taurox as a dedicated transport
may purchase 5 additional sisters (17ppm)
per 5 sisters one sister may exchange her bolter for one of the following:
Melta gun (10pts)
flamer (5pts)
plasma pistol (15pts)

Heavy:
grav sentinel (see above)

This message was edited 2 times. Last update was at 2015/04/23 07:46:15


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
World-Weary Pathfinder




I have some scions and here are my thoughts:

1 - Only beneficial if you are trying to seize, and even then only marignally. So you have a 31% chance to seize...assuming you aren't just going first.

2 - Not bad, but potentially GROSSLY overpowered given that a Commissar with this is battle brothers with the entire Imperium of Man. Heck, if you give this to even AM then you are looking at 50 models potentially with shred. Attach it to one of the varities of marines and it could get even more sick.

3 - Kinda cool again...but giving FNP to say...10 Termies with storm shields, or something absurd like that.

4 - This already exists and is better in the BRB. "Master of Ambush" - Your warlord and three non-vehicle units of your choice have the Infiltrate special rule.

5 - Not bad, though scions in the open running are still generally dead scions.

I think what the Scions could really benefit from would be some interesting named characters. Both of the Scion CC variety and of the Commissar variety. I think some uniquely scion scion units (not AM) could be kinda cool too. Some ranged anti-vehicle could be cool. Instead of the traditional missile launcher maybe something more akin to a LAW or RPG. They get their rifle and a Heavy 1 Str 8 AP 1 Armorbane single shot weapon or something like that. Truly guys carrying the best weapons that regular humans can bring. Or shadow-scions who gain stealth and infiltrate, things like that.
   
Made in ca
Secretive Dark Angels Veteran




Canada

Updating now

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

http://www.dakkadakka.com/dakkaforum/posts/list/640767.page

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Longtime Dakkanaut





West Chester, PA

 ionusx wrote:


Warlord traits:

1- tactical advantage: your warlord has picked the precise moment to strike and the enemy isn't prepared for you. [ you may elect to re-roll your seize the initiative roll]

2- master of arms: your warlord is a skilled master of weapons and has surrounded him with skilled warriors. [your warlord and any squad he joins treats their shooting attacks as having shred]

3- medical professional: prior to being a commander your warlord was a skilled field medic in the field he assists treating wounded when he can. [your warlord and any unit he joins have the feel no pain special rule if he is not in close combat]

4- strike from the shadows: your men are masters of ambush and guerilla warfare. You take advantage of this in this battle. [you may elect one squad (that has no transport) and they gain the infiltrate special rule]

5- lightning warrior: your warlord is a master of rapid deployment and his men will follow your lead every time. [ your warlord and friendly units within 12" have the fleet special rule].

6- voice of heroism: your warlord has a commanding presence and voice. When orders are given they are received [when issuing orders friendly units may re-roll their leadership test (accepting the second result as final)]



1. Only helps if you're going 2nd, I'd prefer a reserves modifier. The first reserves roll that you make each turn, you may +1/-1 to the roll. Lets you control when and what reserves are arriving, I think that might be a bit more fluffy and practical for an army that operates on coordinated assaults.

2. Shred is a pretty powerful USR and on an IC that can quickly become broken if he's conferring it to his entire squad. Maybe preferred enemy instead?

3. I don't think your commander being a medic is very fluffy, and again conferring FNP to any squad he joins is pretty OP. A similar idea though, protected by providence, if your warlord is slain during the battle there is a chance that he has in fact survived against all odds. Roll a die, on a 5+ your enemy does not get his VP for slay the warlord. Tactical objectives and other points for slaying him in a challenge, etc. remain unaffected.

4. This one is good, but isn't there already a BRB one like this? “Master of Ambush: Your Warlord and three non-vehicle units of your choice have the Infiltrate special rule.”

5. Give him a benefit to deep striking or something more Sciony, the first unit that you deep strike in the game only scatters 1d6".

6. As is, this is identical to a vox, I'd say "All units within 12" may use the warlord's leadership when testing for orders."


-------

Automatically Appended Next Post:
Copying my post from the thread Bob linked to, here are a couple unit ideas:

Scion Sniper Squad - 6 scions, 90 points

Special Rules: scout, precision shots, laser marker (this functions exactly as a vehicle's spotlight but does not illuminate the sniper team for the purposes of night fight)

Wargear:
- 3x with hot-shot lasguns
- 3x with hot-shot las sniper rifles (30" SX Ap 3 Sniper)


Scion Demolitions Squad - 6 scions, 100 points

Special Rules: infiltrate, tank hunters, ultimate sacrifice
- ultimate sacrifice: members of Scion demolition teams are strictly indoctrinated with the Imperial creed and will not hesitate to detonate their ordnance if it means taking an enemy squad down with them. When the last model from a demolitions team is removed as a casualty, place a large blast marker centered on the last model. This hits at S8 Ap2.

Wargear:
- 6x hot shot lasguns (may take up to 3 special weapons)
- melta bombs
- 1x demolition charge


Scion Heavy Weapons Squads - 3 Scion heavy weapons teams, 85 points

Wargear:
- 3x heavy weapons (missile launchers, heavy bolters, or volley guns only)
- camo gear and snare mines


Grav-Drop Sentinel - 1 to 3 scout sentinels, w/ BS4, 40 points each

Special Rules: scout, deep strike, move through cover

Wargear:
- Camo gear, smoke launchers, defensive grenades
- Twinlinked heavy bolter or twinlinked hotshot volley gun (may upgrade to rocket launcher, lascannon, or twin-linked meltagun)

This message was edited 4 times. Last update was at 2015/04/21 13:40:14


"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

2500 points
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1250 points
1000 points 
   
Made in us
Fresh-Faced New User




And can we please get a change to the Hotshot lasgun range 18 is really killing the codex why not range 20?
   
Made in ca
Secretive Dark Angels Veteran




Canada

Updated again:

made some changes to the warlord traits, I also changed one of the relics And added a new pair of them.

Units:

The cadets are an alternative to marine scouts or pathfinders Without replacing them directly or stepping on the toes of the tempestus but their cheap and ultra affordabe letting you take two squads for 60 points. I'll be updating the equipment list with two new entries.

Sisters of battle auxiliary:

Sisters are pulled from the same cloth as tempestus and they have strong ties. The idea of having a sister's squad on loaner lease wouldnt be that far fetched and it would give them power armor in limited supply which is nice, their also not as good as actual sisters to make the real mccoy still superior

The creed is inspired by the American locust tank which was designed to be put into a glider, dropped behind enemy lines and assembled, they were hopelessly weak and flimsy but it had surprise factor nobody expects a tank behind enemy lines of any kind and it could be used to hit targets infantry alone could not.

They were easy enough to make field repairs and any Joe could operate it competently it could also cross rough terrain better and yet worse due to its weight and size.


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
 
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