Militarum Tempestus Command Squad

Model NameMTSvWLdOC
TEMPESTUS SCION
25mm
6"34+ 17+1
TEMPESTOR PRIME
25mm
6"34+ 37+1
Ranged WeaponsRangeABSSAPD
Bolt pistol
pistol
12"13+401
Flamer
ignores cover, torrent
12"D6N/A401
Grenade launcher – frag
blast
24"D33+401
Grenade launcher – krak
24"13+9-2D3
Hot-shot lasgun
rapid fire 1
24"13+3-11
Hot-shot laspistol
pistol
12"13+3-11
Hot-shot volley gun
rapid fire 2
30"23+4-11
Meltagun
melta 2
12"13+9-4D6
Plasma gun – standard
rapid fire 1
24"13+7-21
Plasma gun – supercharge
hazardous, rapid fire 1
24"13+8-32
Plasma pistol – standard
pistol
12"13+7-21
Plasma pistol – supercharge
hazardous, pistol
12"13+8-32
Melee WeaponsRangeAWSSAPD
Close combat weapon
Melee24+301
Tempestus dagger
Melee43+301
Keywords:
Astra Militarum, Infantry, Grenades, Command Squad, Imperium, Militarum Tempestus, Officer, Character

Abilities

Tempestor Prime:While this unit contains a Tempestor Prime, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Core:
Deep Strike
Leader
Faction:
Voice of Command

Wargear Options

Any number of Tempestus Scions can each have their hot-shot lasgun replaced with one of the following*:
  • 1 flamer
  • 1 grenade launcher
  • 1 hot-shot volley gun
  • 1 meltagun
  • 1 plasma gun
1 Tempestus Scion equipped with a hot-shot lasgun can be equipped with 1 regimental standard (that model’s hot-shot lasgun cannot be replaced).
1 Tempestus Scion’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 master vox.
1 Tempestus Scion’s hot-shot lasgun can be replaced with one of the following:
  • 1 hot-shot laspistol and 1 medi-pack
  • 1 hot-shot lasgun, 1 hot-shot laspistol and 1 medi-pack [that model's hot-shot lasgun cannot be replaced]
The Tempestor Prime’s bolt pistol can be replaced with one of the following:
  • 1 plasma pistol
  • 1 command rod
* You cannot select the same weapon from this list more than once per unit.

Wargear Abilities

Medi-pack:At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Tempestus Scions models to this unit.
Regimental Standard:Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Command Rod:While the bearer is leading a unit, that unit can be affected by up to two different Orders at the same time.
Master Vox:Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away.

Unit Composition

1 Tempestor Prime
4 Tempestus Scions
The Tempestor Prime is equipped with: bolt pistol; Tempestus dagger.

Every Tempestus Scion is equipped with: hot-shot lasgun; close combat weapon.

Costs

5 models - 85pts

Led By

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.