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==Equipment== ===Ranged=== Tempestors, Tempestor Primes, and Commissars can take from these. *'''Bolt Pistol:''' Tried and true. 1 Shot at S4 AP5. However, the hot shot laspistol's AP3. Weigh carefully: better AP and less range, or better strength and more range? At least it's a free option this time around. Commissars start out with this by default. *'''Boltgun:''' Commissar (Lord) only. While you lose the extra attack in CC, you get 2 S4 AP5 shots at BS4-5. Adding to a unit's ranged dakka is never a bad idea, especially when it's free! *'''Plasma Pistol:''' Sure, a 4+ will save better against Gets Hot! But is it worth the risk paying the full price of a Plasma Gun for 1 shot at 12"? No. This thing is badly overcosted for what it does. Skip, unless you're in a suicide melta squad: the extra shot will be useful then, the range will not be a problem, and you'll probably die before overheating becomes a problem. ===Special Weapons=== Your Scions can take 2 of these and the Command Squad can take up to 4 of these. *'''Flamer:''' S4 AP5 template. It's only 5 points, so if you expect to see lots of hordes it's okay. Against anything with 4+ or better, though, Hotshot Volley Guns are probably more attractive. *'''Grenade Launcher:''' Either a Frag Grenade blast or a single-shot Krak Grenade. BS 4 makes the Krak Grenade option decent-ish... But then, why not just take 4 meltaguns in your Command Squad and ninja Deep Strike behind a tank? *'''Hotshot Volley Gun:''' Salvo 2/4. Good for a defensive fire base. Actually quite awesome when you make a command squad with 4 of these guys throwing out 16 S4 '''AP 3''' shots each turn if they stand still. Giving these to your Ground Assault Formation can be quite funny against medium and heavy infantry armies. Kill a bunch of them and Pin the rest! *'''Meltagun:''' Same old dedicated anti-tank. Take 2 five-man Suicide Scions squads with 2 of these each and watch that Landraider or Baneblade weep bloody tears. *'''Plasma Gun:''' With 4+ armor, you'll save better against Gets hot! Gets even better with the Twin-linking or Preferred Enemy orders. Former because re-roll all to hit rolls while the latter not only works around Gets Hot! but also makes up for rolling 1s to wound. ===Melee Weapons=== Please just skip this section. Yes, your Tempestor has decent melee stats. But like Dark Eldar, your melee trappings are not nearly as important as your shooting power. Unlike the standard Guardsmen who can combine these with weight of numbers, your tiny MSU army of Scions don't have that kind of staying power so the Assault phase is usually not recommended. Still, if you think it's worth it, take a look. *'''Power Weapons:''' Comes in standard Sword, Maul, Axe and Lance forms. Honestly, if you're looking here, you should probably grab an axe. At I3, you're probably striking last already (Except against Tau, Non-Mark of Slaanesh Cultists, Imperial Guard or Sisters of Battle) and having S4 and AP2 will serve you well. Power Mauls on Tempestor Primes work decently for finishing off a tank if the Meltas can't get it--but then, a Plasma Pistol for the same cost may serve you better. *'''Power Fist:''' 25 points. Skip the fuck out of this, you can afford a full Plasma Gun and Melta Gun instead. ===Special Issue Wargear=== *Only available to Lord Commissars. Really limited options that challenge the Commissar's abilities. **'''Meltabombs:''' S8 AP1 Very Unwieldy close combat grenades that have armourbane. Works surprisingly well on overconfident vehicle commanders. **'''Carapace Armor:''' A step up from the Lord Commissar's shitty 5+ save. Puts you in line with your Glory Boys with a 4+. Even if it's expensive, you need this on your Lord Commissar. *Only available to the Tempestus Command Squad. **'''Platoon Standard:''' All it does is add +1 to Combat Res. **'''Medi-pack:''' 5+ Feel No Pain. Would be great...if you weren't doubled out by S6 or higher (Insta-Death ignores FnP). Perhaps the 1 use for it is a max plasma holding squad (3 Plasma Guns, Tempestor Prime with Plasma Pistol, and Commissar with Plasma Pistol and 1 guy holding the medi-pack) with the Directed Firestorm (Twin-linked) or Autonomous Fire (Preferred Enemy) orders so you can rain TEQ-killing hell on your opponents. It is, however, considered ''mandatory'' if a command squad is your warlord, to avoid giving a Kill the Warlord victory point too easily and to protect your valuable source of orders. ===Vehicle Equipment=== Your stormies get access to the same vehicle equipment their fellow guardsmen get, alongside the Extra Armor, Stormbolter, Hunter-Killer, Searchlight, and Smoke Launcher options. *'''Recovery gear:''' If your vehicle gets immobilized, roll a D6 at the end of your movement phase. On a 6, your vehicle is no longer immobilized which is amazing. Interestingly it doesn't restore a hull point but who can complain about a slight chance to get your Taurox Prime moving again? *'''Relic Plating:''' Gives the vehicle Adamantium Will. Thanks to the addition of the Technomancy Psychic Table, this equipment gets a new lease on life. *'''Fire Barrels:''' The first unit charging your GLAHSS BAWKSES take D6 S4 AP5 auto-hits. Pretty much a 1-use flamer for your Tauroxes. *'''Augur Array:''' No scatter for friendly Deepstriking units within 6" of the vehicle equipped with this. Useful if you have scions without metal boxes or have a deepstrike heavy allied detachment (Grey Knights, Dark Angels, Blood Angels, Drop Pods). Now if only we could get these on Valkyries... *'''Camo-netting:''' Gives the vehicle +1 to Cover saves, or a 6+ Cover save in the open. Extremely useful on the Taurox Prime.
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