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Made in ca
Longtime Dakkanaut




Militarum Tempestus


Introduction

Spoiler:
The Scions of the Millitarum Tempestus are almost the very best human soldiers. Only the Sisters of Battle can best them in the field and even then, the two are close competitors. Each one of them is almost bred for war. Universally recruited from orphans of nobles and heroes of the Imperium at around the age of 6 years, they are sent to a ruthless institution: the Schola Progenium. There, they are mind-wiped and trained by the most ruthless and efficient teacher to become perfectly obedient and highly trained for warfare. They are submitted to a battery of inhumane tests and training destined to transform the privileged sons and daughters of the Imperium into its most consummate killers. Only those who have shown the best aptitudes for military life are allowed to join, at the eave of adulthood, the Tempestor Academy to perfect their training and become elite troopers and operative. The cursus there is even more complete and difficult than that of the Scholam, but it produces highly qualified and jaded soldiers in a few years only. On the battlefield, the Scions serve as scouts, saboteurs, infiltrators and assassins. Their incredible stealth doctrine, their precise weapons and their fast vehicles allow them to take by surprise almost any enemy and disappear before they are noticed. Should they get cornered or be tasked to assault highly defended position, they are still capable to withstand the enemy fire thanks to their solid, yet rather lightweight carapace armors all the while responding in kind thanks to vigorous air support and deployable light artillery. The Scions are a perfect mixture of discipline, intelligence, stealth and firepower. Thanks to their precise assault and covert operation, they have allowed many Imperial victories over enemies who seemed almost invincible.



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.

Composition: 1 Tempestor Prime, 0-1 Ignis Scion Squad, 1-2 Tempestus Scion Platoon, 0-2 Aer Scion Squad, 0-2 Insidias Scion Squad

Benefits: Covert Operation Units OR Alpha Strike

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.

Alpha Strike: Scions are expert drop troopers capable of entering the most difficult battlefield via Grav-Chute for a precise and deadly first blow. All members of the formation can start to come on the board from reserve from turn 1 and gain a bonus of +1 or -1 to their reserve roll.



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

Benefits: Calculated Strike, Low Altitude Jump Specialists

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) OR Tank Hunter 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.

Tempestor Prime: WS: 4, BS: 5, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 9, Sv: 4+ pts: 60
equipment: Hot-Shot Lasgun with auxiliary grenade launcher, Hot-Shot Laspistol, Close Combat Weapon, Carapace Armor, Aer Guidance System, Frag, Krak, Haywire and Defensive grenades, Clarion Vox System

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.

Commissar: WS: 4, BS: 4, S: 3, T: 3, W: 2, I: 3, A: 2, Ld: 9, Sv: 4+ pts: 45
Commissar Lord: WS: 5. BS: 5, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 10, Sv: 4+
equipment: Carapace Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenade

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

Ignis Scion: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 4+ pts: 15 per model
Ignis Tempestor: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 9, Sv: 4+
equipment: Carapace Armor, Hot-Shot Lasgun with auxiliary grenade launcher, Hot-Shot Laspistol, Frag, Krak and defensive grenades

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.

Armis Scion: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 4+ pts: 17 per model
Armis Tempestor: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 9, Sv: 4+
equipment: Carapace Armor, Shock Sword, Power Shield, Hot-Shot Laspistol, Frag, Krak and Defensive Grenades

Special Rule: Scion, Deep Strike, 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.

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 Weapons 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



Troops


Tempestus Scion Platoon (1 Scion Command Squad and 1-4 Tempestus Scion Squad)

Spoiler:
The core of every Scion regiment is the Tempestus Scion Platoon. Each Tempestus Scion is an expertly trained 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 then sent to the Tempestor Academy where they spent a further 4 years training in an intensive manner in various forms of combat. There, they learn their 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: WS: 3, BS: 4, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 4+ pts: 12 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 (16 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


Tempestus Scion Squad


Tempestus Scion: WS: 3, BS: 4, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 4+ pts: 12 per model
Tempestor Minoris: WS: 3, BS: 4, S: 3, T: 3. W: 1, I: 3, A: 2, Ld: 8, Sv: 4+
Equipment: Carapace Armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Close Combat Weapon (Tempestor Minoris only), Frag and Krak Grenade

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.

Valkyrie Prime: BS: 4, Armor: F: 12, S: 12, R: 10, HP: 3 pts: 150 per model
Equipment: Hull Mounted Twin-Linked Hot-Shot Multilaser, 2 Hellstrike Missile, Adaptive armor

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.

Aer Scion: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 7, Sv: 4+ pts: 18 per model
Aer Tempestor: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 8, Sv: 4+
Equipment: Carapace Armor, Aer Grav Chute, Hot-Shot LasSMG, Close Combat Weapon, Frag and Krak Grenades

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 (18 pts) or a pair of Inferno Pistols for (14 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.

Victory Prime: BS: 4, Armor: F: 11, S: 11, R: 10, HP: 3 pts: 170 per model
equipment: 3 Twin-Linked Hotshot Multilaser

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.

Vendetta Prime: BS: 4, Armor: F: 12, S: 12, R: 10, HP: 3 pts: 175 per model
equipment: 3 Hull Mounted Twin-Linked Lascanon, Adaptive armor

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.

Venator Prime: BS: 4, Armor: F: 11, S: 10, R: 10, HP: 2 pts: 70 per model
equipment: Turret Mounted Twin-Linked Multimelta, Hull Mounted Twin-Linked Hot-Shot Volleygun

Special rule: Open Top, Fast, ATV, Scout

Unit Composition: 1 to 3

Option:

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.

Insidias Scion: WS: 3, BS: 4, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 4+ pts: 30 per model
Insidias Tempestor: WS: 3, BS: 5, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 8, Sv: 4+
Equipment: Carapace Armor, Camocloak, Hot-Shot Longlas (Insidias Scion Only), Precision Magnocular (Insidias Prime only), Hot-Shot laspistol, frag, krak and defensive grenades

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.

Magnus Krassus, Tempestor Prime: WS: 5, BS: 5, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 10, Sv: 4+ pts: 330 for both
Varen Krassus, Commissar Lord: WS: 5, BS: 5, S: 3, T: 3, W: 3, I: 4, A: 4, Ld: 10, Sv: 4+
equipment Magnus: Carapace Armor, The Star-Shot Lasgun, Shock Sword, Hot-Shot Laspistol, Refractor Field, Aer Guidance System, Clarion Vox System Frag, Krak, Haywire and Defensive grenades

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.

Warlord Trait, Magnus: Infiltrator + 1 rolled randomly

Warlord Trait Varen: Failure isn't an Option + 1 rolled randomly



Armory of the Progenium

Spoiler:
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. Should the unit already have Precision Shot, all roll of 5+ to hit will be considered precision shots.

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
Inferno Pistol:A more compact version of the Meltagun range: 6, S: 8, AP: 1, Pistol, melta
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 Axe:A fameous weapon equipped with a powerfield capable of cutting through armor and flesh with ease range: -, S: +1, AP: 2, unwieldy
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

This message was edited 11 times. Last update was at 2019/07/09 20:06:46


 
   
Made in gb
Battleship Captain





Bristol (UK)

Is this just a copy paste of how the first one ended up?
   
Made in us
Fixture of Dakka




Temple Prime

Lacking the option for power axes seems like it'd be a rather major downside for the Armis Scions given that they'd have to expect to deal with things like Ork meganobz, traitor terminators, the more heavily armored Tyranid organisms or things like Wraithguards and Lychgaurds. It'd also make dealing with MEQs more manageable since they'd be going after most MEQs anyway so you may as well get the extra strength, take it from someone whose wife loves Howling banshees but rarely gets a chance to use them because of how mediocre they are at their supposed jobs, S3 doesn't make for very good MEQ killing in CQC even with AP1-3 (and Banshees also have the advantage of much better initiative, more base attacks, better WS, and their debuff giving masks and get power swords off the bat and Banshee Exarchs are really mean). Otherwise this seems like a very cool list. In fact, the Armis seem like they're pretty weak for CQC specialists in general. Compare them to Genestealers who; being perhaps the most common thing lurking in a space hulk to rip you to shreds are likely to be a common nemesis for the Armis. The genestealer is far more lethal and while the Scion has the benefit of a better armor save and invulnerables to defend against rending, the Genestealer just dishes out too much hurt to cope with.

Though on the other hand it seems like Armis might be more meant to be CQC tarpits like Axe using Wraithguards, TH/SS Termies, and Sword and Board Lychguards than CQC blenders like Khorne Zerkers (if they were any good that is), Striking Scorpions, and Genestealers.

This message was edited 3 times. Last update was at 2017/03/19 11:26:22


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in ca
Longtime Dakkanaut




 kirotheavenger wrote:
Is this just a copy paste of how the first one ended up?


Almost but not quite. The introduction and play testing notes were added. The Tempestus Dagger formation was a bit modified. The price of a few units and gear were changed. Your contribution was added to the designer note and the stats of two weapons were modified.

@Kain

I never thought to use Armis Scions against Space Marines or very high grade ork units like meganobz. I would have found strange from a design point of view to make Armis Scion good enough to challenge top of the line close combat units. I intended them to be mostly tarpit units and capable of killing hordes of lesser close combat creatures. Due to Scions low number and medium firepower, a mob of simple boys or Tyranid Hormagaunt can kill you rather easily. Armis Scions, can provide an answer to them and deal with hordes thanks to higher strength and armor than usual. Defensive grenades are also quite useful. I will add the power axe to their paraphernalia and see if it makes them a little bit more flexible. In any case, it will make them easier to model from Forge World Solar Auxillia.

This message was edited 1 time. Last update was at 2017/03/19 14:28:21


 
   
Made in us
Fixture of Dakka




Temple Prime

Yeah they do need Power Axes to make it as tarpits with the price you're paying for them.

Have you also considered giving them some sort of medic type unit to hand out 5+ FNP? Probably akin to Apothecaries or well...every other medic type unit that gives out FNP in the game. Though as they're T3 and thus their FNP would be rather easily denied you could get away with making them cheaper than Space marine apothecaries.

I also think that they could do with better access to meltaguns given their rather poor anti-tank capability. Meltaguns would fit pretty well on the Aer Scions in particular. I could also see a case being made for Inferno Pistols and Hand Flamers being in the Scions' inventory too. Though obviously don't go too overboard on Melta and Flamer access or you start looking a bit too much like the SoBs.

I could also see sentinels being used; perhaps some special variant like a stealth sentinel; possibly also the Sentinel Power lifter as an emergency means to take the fight to nastier CQC enemies. Now mind you powerlifters still aren't particularly good melee by walker standards (being the weakest melee walker in the game at anything besides smacking around trash units where they go up to "decent" thanks to being a cheap way to get a good number of mid-strength decent AP attacks) but they'd offer an additional option if it's unavoidable.

Probably start with the armoured sentinel as a base, with the ability to deep strike of the drop sentinel or enter through scouts (thus adding the Sky hook valkyrie as a dedicated transport) and perhaps stick stealth or shrouded onto it to mark its special forces modifications to be better for sneaking about. The power lifter would give them two (or perhaps more if you really wanted, perhaps three by giving it two sets of claws on each side) attacks at S5 AP3 base, though you could go for AP2 and/or S6. (An unintentional side effect is that whenever you fight a Tyranid Hive Tyrant, Patriarch, or Broodlord you must quote the final fight scene in Aliens. ). The ranged scions sentinel would probably have all the usual sentinel weapons. If you really wanted to differentiate the Scions sentinel it might come with two instead of one weapon, generally twinlinking the weapons it's packing.

The Imperial Salamander is probably also something that would fit into the army.

If you'd like another special weapon, may I recommend the Meltagun variant they showed in Relic's space marine game? In that game the Meltagun's beam was much more dispersed to essentially turn it into a standard video game shotgun that could also be of effect against Power Armoured enemies and Nobz who would likely shrug off a standard shotgun. So probably significantly lower strength (down to four or six perhaps?) and maybe an AP nerf, probably also losing armorbane because in Space marine those meltaguns couldn't do squat against a Dreadnought. Not sure if it'd be assault 2 like most ingame shotguns or a template though.

On the note of shotguns, why not also put in an automatic drumfed shotgun? Perhaps an assault 3 weapon with the option for high density buckshot (probably bad AP, but with shred), slugs (probably the best AP), or frag rounds (probably ignoring cover). Put it at S4 with a range of twelve or eighteen inches, Buckshot and Frag are probably both AP -, while Slugs could go up to AP4 though I'd be more comfortable at 5. If you really wanted you could possibly give them a bonus at overwatch due to the frag or spreadshot rounds going everywhere.

This message was edited 10 times. Last update was at 2017/03/19 15:46:05


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in ca
Longtime Dakkanaut




 Kain wrote:
On the note of shotguns, why not also put in an automatic drumfed shotgun? Perhaps an assault 3 weapon with the option for high density buckshot (probably bad AP, but with shred), slugs (probably the best AP), or frag rounds (probably ignoring cover). Put it at S4 with a range of twelve or eighteen inches, Buckshot and Frag are probably both AP -, while Slugs could go up to AP4 though I'd be more comfortable at 5. If you really wanted you could possibly give them a bonus at overwatch due to the frag or spreadshot rounds going everywhere.



The shotguns used by the Armis Scions has the followig profile: range: 12, S: 4, AP: -, assault 3. It also comes with an auxillary grenade launcher that operates a bit like a combi-weapon. In that regard, I think they deploy a very good amount of firepower, especially against lightly armored infantry. The Armis Scions now have the option for a power axe, a power maul or a power spear should they want to.

Aer Scions will gain the right to have inferno pistols as an exclusivity instead of plasma pistols or their HS SMG. Tank hunting is nuch a big issue for the army overall thanks Deep Strike and meltaguns being available in pretty much all squads and Vendetta tank hunting abilities.

Venator Prime have pretty much taken the spots of sentinels in this list. Both of them fill the exact same niche. I did thought about adding one, but the two units would simply be too similar to allow both to survive in the same list.
   
Made in gb
Battleship Captain





Bristol (UK)

Assault 3 shotguns? Those pack the same punch and shoot faster than the shotguns that require a space marine to wield. S4 is fine but don't forget the normal Guard one is S3.

I definitely don't think you should get sentinel power lifters, you're an elite army, you shouldn't be pressing into service maintenance robots.
Drop Sentinels would suit you though.

Also for aer scions, 15pts for two plasma pistols is very cheap. And 10pts for two infernus pistols is insanely cheap (and something straight out of Sisters). Both are 15pts a piece for Astartes (who share your BS of 4).

Also I'm a guy My profile picture is just one of my Dark Heresy characters since my normal profile pic is above the size limit

This message was edited 1 time. Last update was at 2017/03/19 22:45:17


 
   
Made in ca
Longtime Dakkanaut




 kirotheavenger wrote:
Assault 3 shotguns? Those pack the same punch and shoot faster than the shotguns that require a space marine to wield. S4 is fine but don't forget the normal Guard one is S3.

I definitely don't think you should get sentinel power lifters, you're an elite army, you should be pressing into service maintenance robots.
Drop Sentinels would suit you though.

Also for aer scions, 15pts for two plasma pistols is very cheap. And 10pts for two infernus pistols is insanely cheap (and something straight out of Sisters). Both are 15pts a piece for Astartes (who share your BS of 4).

Also I'm a guy My profile picture is just one of my Dark Heresy characters since my normal profile pic is above the size limit


The pack less punch and have the same fire rates than those of Ogryns (and these have buster limits to prevent them from emptying the drum to fast). I'm not sure Space Marine Scouts have assault shotguns. I think they are using pump action one's like the guardsmen. This reduce their firerate significantly. Considering that Scouts are very rarelly seen with shotguns because they kinda suck next to bolters or bolt pitols and close combat weapons, I would say shotguns, like heavy bolters, have a few design problems. At assault 2 12', they are significantly worse than HS lasgun.

Considering the base price of the Aer Scions, I what kind of weapon they are swapping, I think the price is fair. paying 40 pts for a model with a pair of plasma pistol T3 and Sv: 4+ is too much in my opinion. I will increase a bit the price of both pistols to +18 pts and +14 pts, but going higher would be a mistake due to the fragility of the unit compared to a Space Marine.

PS: I am really sorry about the sexing mistake. I will correct it immedialty.

This message was edited 2 times. Last update was at 2017/03/19 22:27:49


 
   
Made in gb
Battleship Captain





Bristol (UK)

Are yes the Orgyns ripper guns, wielded by a 'man' the size of a dreadnought.
Maybe you could get away with S5 shotguns, but looking at the models astartes shotguns are semi auto, not pump fed. I can't comment on Guard shotguns. Also, don't forget a fully automatic assault rifle gets 2 shots.

If nothing else plasma and infernus pistols should cost the same surely.

Nothing to be sorry about I would have drawn the same conclusion myself
   
Made in ca
Longtime Dakkanaut




 kirotheavenger wrote:
Are yes the Orgyns ripper guns, wielded by a 'man' the size of a dreadnought.
Maybe you could get away with S5 shotguns, but looking at the models astartes shotguns are semi auto, not pump fed. I can't comment on Guard shotguns. Also, don't forget a fully automatic assault rifle gets 2 shots.

If nothing else plasma and infernus pistols should cost the same surely.

Nothing to be sorry about I would have drawn the same conclusion myself



Inferno pistols are only 6 of range and melta rule onl take effect at three inches. It makes this weapon much harder harder use than a meltagun vs plasma gun.

S5 shotguns for humans appear to me less believable than assault 3 shotguns weilded by the same human in my opinion.
   
Made in gb
Battleship Captain





Bristol (UK)

epronovost wrote:
 kirotheavenger wrote:
Are yes the Orgyns ripper guns, wielded by a 'man' the size of a dreadnought.
Maybe you could get away with S5 shotguns, but looking at the models astartes shotguns are semi auto, not pump fed. I can't comment on Guard shotguns. Also, don't forget a fully automatic assault rifle gets 2 shots.

If nothing else plasma and infernus pistols should cost the same surely.

Nothing to be sorry about I would have drawn the same conclusion myself



Inferno pistols are only 6 of range and melta rule onl take effect at three inches. It makes this weapon much harder harder use than a meltagun vs plasma gun.

They also have the melta rule, no gets hot, and instant death most characters.
   
Made in us
Fixture of Dakka




Temple Prime

Six inch range is terrible. Three inch range is "oh please god let that Contemptor be dead or my head is going out my arse."

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in ca
Longtime Dakkanaut




 kirotheavenger wrote:


They also have the melta rule, no gets hot, and instant death most characters.


Instant death is barely useful since it only affect characters who can hide in a squad. An independant character will almost never be killed by a single shot strength 8 weapon due to Look Out Sir. High strength in close combat is a much more reliable way of killing a character. It's very good against Tyranid Warriors or Tau Battlesuits, but in the case of the former, you are in deep trouble if you don't kill the enitre squad. Two or three tyranid warrior are going to destroy a full squad of Aer Scion in close combat. Furthermore, 3 inches is so close that should the vehicle explode (which it certainly can) it might very well take a few Scions with it due to low toughness and average armor save. That's much worse then Get's Hot, especially since there are orders that can mitigate the chances of it occurring while there is nothing to prevent explosions. Inferno Pistols are a much more tricky weapon to use than Plasma Pistol for these reasons.
   
 
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