Switch Theme:

Militarum Tempestus Enforcers (New Astra Militarum unit)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Dakka Veteran






Militarum Tempestus Enforcers (Elites, Power Rating 3)
The cadets of the Militarum Tempestus are taught to value swift, deadly action above all else, striking hard and fast with a volley of gunfire. Those who display a particular aptitude for reactive or even defensive operations will sometimes be siphoned into a specialist formation: the Tempestus Enforcers. Armed with bolter pistols and high-yield explosive shotguns, Enforcers are tasked with holding vital strongpoints against all attackers, yielding not an inch as staggered blasts drive back the foe. Tank-armoured assault shields and Judge-grade power mauls round out the Enforcer arsenal, allowing them to advance even in the face of overwhelming firepower.
4-14 Tempestus Enforcers: M 6", WS 4+, BS 3+, S3, T3, W1, A1, Ld 6, Sv 4+
1 Tempestor: M 6", WS3+, BS3+, S3, T3, W1, A2, Ld 7, Sv 4+
If this unit contains between 6 and 10 models, it has Power Rating 6. If this unit contains between 11 and 15 models, it has Power Rating 9. Every model is equipped with: bolt pistol; Tempestus shotgun; frag grenades; krak grenades.

New Wargear
  • Tempestus shotgun: Range 12"; Type Assault 2; Strength 3; AP 0; Damage 1; Abilities: Each time an attack made with this weapon targets a unit within half range, or is an Overwatch attack, that attack has a Strength characteristic of 4 and an Armour Penetration characteristic of -1.
  • Assault shield: The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer if it is the closest model in its unit to the attacking unit, or if the bearer is within Engagement Range of any models in the attacking unit.

  • Wargear Options
  • The Tempestor can replace its Tempestus shotgun with 1 power maul.
  • The Tempestor can replace its bolt pistol with 1 plasma pistol.
  • 1 Tempestus Enforcer can be equipped with a vox-caster.
  • Any number of models can each be equipped with 1 assault shield.
  • For every 5 models in this unit, up to 2 Tempestus Enforcers can each replace their Tempestus shotgun with 1 of the following: 1 grenade launcher; 1 sniper rifle.
  • For every 5 models in this unit, up to 3 Tempestus Enforcers can each replace their Tempestus shotgun with 1 power maul.

  • Abilities
  • Aerial Drop: See Codex: Astra Militarum.
  • Tempestus Phalanx: While this unit is within Engagement Range of any enemy units, if any model in this unit is not within Engagement Range of any enemy models (or is equipped with an assault shield), Assault weapons that model is equipped with lose the Blast ability and have the Pistol type instead of their normal type.

  • Keywords
  • Faction: IMPERIUM, ASTRA MILITARUM, MILITARUM TEMPESTUS, <TEMPESTUS REGIMENT>
  • Keywords: INFANTRY, TEMPESTUS ENFORCERS


  • Points Costs
  • Tempestus Enforcer: 9 points
  • Tempestor: 9 points
  • Bolt pistol: 0 points
  • Frag grenades: 0 points
  • Krak grenades: 0 points
  • Tempestus shotgun: 0 points

  • Assault shield: 5 points
  • Grenade launcher: 5 points
  • Hot-shot laspistol: 0 points
  • Plasma pistol: 5 points
  • Power maul: 0 points
  • Sniper rifle: 0 points
  • Vox-caster: 5 points


  • New Stratagem: Enforcer Escort (1 Command Point)
    As the Astra Militarum's finest soldiers, the storm troopers of the Tempestus are often assigned to serve as unfaltering bodyguards.
    Use this Stratagem before the battle, when you are mustering your army. Select one TEMPESTUS ENFORCERS unit from your army. It gains the following ability:
  • Bodyguard (Aura): While a friendly ASTRA MILITARUM or INQUISITION CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy units cannot target that CHARACTER unit with ranged attacks, and enemy units within Engagement Range of this unit cannot target that CHARACTER unit with melee attacks.



  • Automatically Appended Next Post:
    The latest in what seems to be a series of converting Necromunda gangs into 40k units (Cawdor, Delaque). These guys are a melee/short-ranged unit for Astra Militarum and specifically Militarum Tempestus, who use the Palanite Enforcer models.

    I'm also using them to try out what I hope is some interesting stuff with model placement; these guys can shoot their shotguns (and grenade launchers) in combat, but only if that specific model isn't in Engagement Range (or has an assault shield). Meanwhile, the assault shield gives you a +1 to armour saves, but only if you're the closest model to the attacking enemy or you specifically are in Engagement Range. Taken together, this means you're encouraged to place the assault shield models "up front", where they can soak up enemy shots or "block" enemy combatants from getting to the guys with shotguns, who stay in the back and fire over their shoulders. It also means the enemy can "outflank" you by attacking from an angle with no assault shield models, and it means that assault shield models will tank shots and attacks (by having them assigned to them) but will die first as a result. I'm interested to see what you think.

    This message was edited 11 times. Last update was at 2021/04/18 22:05:27


     
       
    Made in gb
    Storm Trooper with Maglight





    I certainly like the concept of using Enforcers in an IG list. I don’t personally like the idea of making them part of the Tempestus, but I guess that’s more of a fluff issue than a rules issue.

    I probably would have allowed any model to replace its shotgun with a bolter, though I can see why you didn’t do it. Mixed basic weapons isn’t very 40K.

    Overall I think they’re different enough from regular Scions to be worth a go. Not too overpowered either. A 5 point assault shield which only gives +1 Save is a bit underwhelming though.

    Would be interesting to see how they fair on the tabletop.
       
    Made in gb
    Dakka Veteran




    El Torro wrote:
    I certainly like the concept of using Enforcers in an IG list. I don’t personally like the idea of making them part of the Tempestus, but I guess that’s more of a fluff issue than a rules issue.
    It's more that their models are a good fit for the Tempestus, so using them to represent a Tempestus offshoot seemed to make sense. The actual Palanite Enforcers wouldn't compare to Tempestus (or Arbites, for that matter).

    El Torro wrote:
    I probably would have allowed any model to replace its shotgun with a bolter, though I can see why you didn’t do it. Mixed basic weapons isn’t very 40K.
    It happens often enough that it would have been fine; honestly, the only reason I didn't was because I wanted to keep them distinct from Scions, who have a Rapid Fire basic gun already. The Enforcer "boltgun" looks weird and shotgun-y enough to be a "Tempestus shotgun", so I rolled with that as the sole "main" gun, representing both. And, er, quietly hoped no-one would notice that stub guns aren't bolt pistols.

    El Torro wrote:
    Overall I think they’re different enough from regular Scions to be worth a go. Not too overpowered either. A 5 point assault shield which only gives +1 Save is a bit underwhelming though.
    My reasoning there was that it's debateably a squad-wide defensive upgrade; if you position your assault shield Enforcer(s) right, you're effectively giving your whole unit a 3+ armour save and 5+ invulnerable save. Up until the assault shields all die. I could definitely see the argument for a 4+ invulnerable save like Storm Shields, though.
       
    Made in au
    Longtime Dakkanaut




    I like where you’re going with this, but I think they’re kinda weak at the moment. Standard Scions are able to alpha strike as soon as they drop with all their special weapons, they also have pretty decent hot-shot lasguns.

    The shotguns feel like a nerf. You need to be within 6 inch to get the +1 S and -1 AP but in order to do that you basically have to survive a round of shooting after they drop.

    If you want to make them a “melee shooting” unit. I’d remove the option for power mauls and the take away the bolt pistols. Make their shotguns assault 3 like the Krieg engineer ones. Alternatively, if you want them to be melee unit then I’d give them at least WS3+ and 2 attacks.

    I think you should simplify the shield rule. Just make them weaker storm shields that have a 5++ and +1 save.

    This message was edited 2 times. Last update was at 2021/04/18 00:18:25


     
       
    Made in ca
    Fresh-Faced New User




    In terms of giving the unit a defined role, either as part of a general IG army or a scions army, you could give them reasonable melee stats- +1 attacks base, hit on 3s, make the assault shield a weapon that grants an additional attack . It wouldn't be a crazy unit, and probably leaves the sniper rifle as an odd upgrade, but it gives you a reason to take these over scions-a squad loaded up with power mauls can at least pretend to be a melee threat.
       
    Made in us
    Decrepit Dakkanaut




    Couple of key points:
    1. I think you could make the Shotgun S4 and not break anything.
    2. There's no point in making melee options for the squad. Even if they had A2 base, you're not going to try to use it. They'd need some REALLY dedicated rules otherwise.
    3. Make the shield 3 or 4 points. 5 points to get a 5++ on the model like that is too expensive.
    4. Sniper Rifles don't make sense. Classic Scion special weapons for close up shenanigans make MORE sense though. Flamer, Grenade Launcher, and Melta fit correctly.

    Otherwise this is a good plug for a "pure" Scion army.

    This message was edited 1 time. Last update was at 2021/04/18 00:27:58


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

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

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

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





    Slayer-Fan123 wrote:
    Couple of key points:
    1. I think you could make the Shotgun S4 and not break anything.
    2. There's no point in making melee options for the squad. Even if they had A2 base, you're not going to try to use it. They'd need some REALLY dedicated rules otherwise.
    3. Make the shield 3 or 4 points. 5 points to get a 5++ on the model like that is too expensive.
    4. Sniper Rifles don't make sense. Classic Scion special weapons for close up shenanigans make MORE sense though. Flamer, Grenade Launcher, and Melta fit correctly.

    Otherwise this is a good plug for a "pure" Scion army.


    I agree with all your comments. Just on point 4 though, I agree with the sentiment. I think the OP wrote the rules the way they did though because of what is available in the box. There are no flamers or meltaguns, even though a unit like this in 40K could make great use of them.

    You're right in saying that nobody in their right mind would take sniper rifles in this unit, the Palanite Enforcer box has sniper rifles though so might as well give the option.
       
    Made in gb
    Dakka Veteran




    Jarms48 wrote:
    I like where you’re going with this, but I think they’re kinda weak at the moment. Standard Scions are able to alpha strike as soon as they drop with all their special weapons, they also have pretty decent hot-shot lasguns.

    The shotguns feel like a nerf. You need to be within 6 inch to get the +1 S and -1 AP but in order to do that you basically have to survive a round of shooting after they drop.
    Hot-shot lasguns are actually almost identical to these shotguns at more than 9", i.e. Deep Strike distance. HSLs give you 1 shot at S3, AP-2, which will average 0.33 unsaved wounds on GEQ, 0.15 unsaved wounds on MEQ. Tempestus shotguns give you 2 shots at S3, AP-0, which will average... 0.44 unsaved wounds on GEQ, 0.15 unsaved wounds on MEQ. The results are also similar at half range; the only real advantage HSLs have over TSGs is that +6" range (or +3" half range) in exchange for losing Assault. Feels wrong, but it's true.

    mr_stibbons wrote:
    In terms of giving the unit a defined role, either as part of a general IG army or a scions army, you could give them reasonable melee stats- +1 attacks base, hit on 3s, make the assault shield a weapon that grants an additional attack . It wouldn't be a crazy unit, and probably leaves the sniper rifle as an odd upgrade, but it gives you a reason to take these over scions-a squad loaded up with power mauls can at least pretend to be a melee threat.
    I agree that it might make sense to buff their melee stats, but... honestly, a squad of Enforcers with power mauls is broadly comparable to Ogryn. 3 Ogryn is 90 points for 10 WS3+ attacks at S5, AP-1. 10 Enforcers is 90 points for 11 WS4+ attacks at S6, AP-1. The loss of a pip of WS is painful, but they wound GEQ on 2s, so they're just slightly better against T3/T5/T6 and slightly worse against T4. They trade ripper guns for bolt pistols, can deep strike, and get +10A from a Priest instead of +3.

    The main reason to buff their combat stats is the Tempestus Phalanx ability, which allows you to use your shotguns as "melee weapons" at BS3+, S4, AP-1, 2 shots each. That's twice as good as power mauls, before melee buffs, making mauls a bit redundant... but it does mean you have to stagger the squad a bit with either assault shields or power mauls in front, so you're rarely going to get the whole squad firing.

    Slayer-Fan123 wrote:
    3. Make the shield 3 or 4 points. 5 points to get a 5++ on the model like that is too expensive.
    You're probably right. I've bumped it up to a 4+ invulnerable save for now; I don't want to make it too cheap, because making it pricey but powerful encourages you to take just a few in order to bump up the squad's survivability, which suits the aesthetic I'm going for with the Phalanx rule.

    Slayer-Fan123 wrote:
    4. Sniper Rifles don't make sense. Classic Scion special weapons for close up shenanigans make MORE sense though. Flamer, Grenade Launcher, and Melta fit correctly.
    Honestly, this is purely something for box set translation. These guys definitely would prefer Flamers/Meltas, but they're not in the Enforcer box, so they get grenade launchers, sniper rifles, and plasma pistols (concussion carbines). Tempestus Phalanx probably wouldn't work if they could get meltas, in fairness.

    This message was edited 1 time. Last update was at 2021/04/18 22:04:25


     
       
    Made in us
    Morally-Flexible Malleus Hearing Whispers




    Making any AM units that cost less than a Space Marine a 5++ and the melee capability of a Bulgryn, and the drop anywhere mechanic of Scions is asking to have nerfs.
       
    Made in ca
    Fresh-Faced New User




    FezzikDaBullgryn wrote:Making any AM units that cost less than a Space Marine a 5++ and the melee capability of a Bulgryn, and the drop anywhere mechanic of Scions is asking to have nerfs.


    Comparable to Ogryn, not Bullgryn. Only having D1 on their attacks makes these really only efficient against GEQ. And Ogryn are, for that exact reason, almost never used.

    RevlidRas wrote:

    mr_stibbons wrote:
    In terms of giving the unit a defined role, either as part of a general IG army or a scions army, you could give them reasonable melee stats- +1 attacks base, hit on 3s, make the assault shield a weapon that grants an additional attack . It wouldn't be a crazy unit, and probably leaves the sniper rifle as an odd upgrade, but it gives you a reason to take these over scions-a squad loaded up with power mauls can at least pretend to be a melee threat.
    I agree that it might make sense to buff their melee stats, but... honestly, a squad of Enforcers with power mauls is broadly comparable to Ogryn. 3 Ogryn is 90 points for 10 WS3+ attacks at S5, AP-1. 10 Enforcers is 90 points for 11 WS4+ attacks at S6, AP-1. The loss of a pip of WS is painful, but they wound GEQ on 2s, so they're just slightly better against T3/T5/T6 and slightly worse against T4. They trade ripper guns for bolt pistols, can deep strike, and get +10A from a Priest instead of +3.

    The main reason to buff their combat stats is the Tempestus Phalanx ability, which allows you to use your shotguns as "melee weapons" at BS3+, S4, AP-1, 2 shots each. That's twice as good as power mauls, before melee buffs, making mauls a bit redundant... but it does mean you have to stagger the squad a bit with either assault shields or power mauls in front, so you're rarely going to get the whole squad firing.


    As I said above, Ogryn are a bit of a joke of a unit at 30pts a model, though in their defense you left off their extra attack on the charge. Something being close to Ogryn in efficiency is not particularly scary. Your 90pt squad kills about 5 enemy guardsmen in melee, and dies when anything seriously looks at them, because they haven't bought shields. There's probably some play in bullying hidden objective holders, but that isn't doing a meaningful amount of damage. Now obviously mauls get a lot better with +1 attack per model, but point costs can change. With multiple attacks base, mauls should probably be a 2pt upgrade or so-especially since the bolt pistol isn't that much of a downgrade compared to the shotgun if you're planning on a deep strike charge, and thus aren't in half range.

    I think you're probably overrating the phalanx ability. This squad will have trouble surviving the charge of even intercessors, much less a "real" melee unit, and if they charge they have to survive 2 rounds of melee before they can shoot in melee and your opponent has to not fall back or charge in more troops. The entire unit also has bolt pistols anyway, so the ability is essentially only one extra shot and ap per model if they do survive that long, obviously a bit more for grenade launchers. It's probably not powerful enough for the condition of only applying to models that aren't engaged-weak abilities with extra conditions can come off as annoying in practice. Just let them treat assault weapons as pistols.
       
     
    Forum Index » 40K Proposed Rules
    Go to: