Tempestus Aquilons

Model NameMTSvWLdOC
Tempestus Aquilons
28.5mm
6"34+ 17+1
Ranged WeaponsRangeABSSAPD
Bolt pistol
PISTOL
12"14+401
Hot-shot lascarbine
ASSAULT
18"23+3-11
Hot-shot laspistol
pistol
12"13+3-11
Hot-shot long-las
HEAVY, PRECISION
36"13+4-23
Sentry flamer
IGNORES COVER, TORRENT
12"D6+3N/A401
Sentry grenade launcher – frag
blast
24"D3+34+401
Sentry grenade launcher – krak
24"24+9-2D3
Sentry hot-shot volley gun
RAPID FIRE 4
30"44+4-11
Melta carbine
ASSAULT, MELTA 2
10"13+9-4D6
Plasma carbine – standard
ASSAULT
18"23+7-21
Plasma carbine – supercharge
ASSAULT, HAZARDOUS
18"23+8-32
Melee WeaponsRangeAWSSAPD
Chainsword
Melee44+301
Close combat weapon
Melee24+301
Power weapon
Melee34+4-21
Keywords:
Astra Militarum, Grenades, Militarum Tempestus, Tempestus Aquilons, Smoke, Imperium, Regiment, Infantry

Abilities

Precision Drop:In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a precision drop. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
Servo-sentry:When this unit is set up on the battlefield using the Deep Strike ability, the Tempestor Aquilon can shoot with its sentry weapon (its sentry flamer, sentry grenade launcher or sentry hot-shot volley gun).
Core:
Deep Strike
Faction:

Wargear Options

The Tempestor Aquilon’s sentry flamer can be replaced with one of the following:
  • 1 sentry hot-shot volley gun
  • 1 sentry grenade launcher
The Tempestor Aquilon’s hot-shot lascarbine can be replaced with one of the following:
  • 1 chainsword
  • 1 power weapon
  • 1 hot-shot laspistol
The Tempestor Aquilon can be equipped with one of the following:
  • 1 bolt pistol
  • 1 hot-shot laspistol
One Tempestus Aquilon’s hot‑shot lascarbine can be replaced with 1 of the following:
  • 1 melta carbine
  • 1 plasma carbine
One Tempestus Aquilon’s hot-shot lascarbine can be replaced with 2 hot-shot laspistols.
One Tempestus Aquilon’s hot-shot lascarbine can be replaced with 1 hot-shot long-las.
Up to two Tempestus Aquilons can each have their hot-shot lascarbine replaced with 1 hot-shot laspistol.

Wargear Abilities

Unit Composition

1 Tempestor Aquilon
9 Tempestus Aquilons
The Tempestor Aquilon is equipped with: hot-shot lascarbine; sentry flamer; close combat weapon.

Every Tempestus Aquilon is equipped with: hot-shot lascarbine; close combat weapon.

Costs

10 models - 100pts

Leader

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 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.
1CP SMOKESCREEN
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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 the Benefit of Cover and the Stealth ability.