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ARC Troopers: Militarum Tempestus


Saintnz

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ARC Troopers

Advance Recon Commandos are an
elite independent branch of the Tempestus Militarum who excel in specialised
operations of unconventional warfare. 
These tasks include raiding and espionage, guerrilla warfare and
reconnaissance missions. They can be called upon to fulfil key roles on
military expeditions such as light infantry and shock troops. Conversely they
can act independently of the main military force infiltrating themselves deep
into enemy lines or act as scouts and harry an enemy’s flank with devastating
force.


 

For each unit of Imperial Agents you may take up to three
units of ARC Troopers.


 

ARC Trooper Squad                                                                                                                         XX
Points

                                WS                BS           S              T              W            I               A             Ld           Sv          

ARC Trooper              4                4               3              3              1              4              2              8              4+          

ARC Lieutenant          4                 4               3              3              1              4              2              8              4+          

ARC Captain               5                 5               3              3              2              5              2              9              4+

ARC Commander          5                 5              3              3              3              5              3              10           4+
 

Special rules:

 

·Combat squads


·Stubborn


·Acute Senses


·Move Through Cover


· Adamantium will


·Voice Of Command
(ARC Captain and ARC Commander only)


·Commandos


 


 





Unit Type: ARC Trooper – Infantry

                  ARC Captain – Infantry (Character)

                 ARC Commander – Infantry (Independent Character)

Unit Composition: 3 ARC Troopers

                            1 ARC Lieutenant

Wargear:


 

· Composite Carapace Armour

 

·Hot-shot lasgun


·Hot-shot laspistol

 

·Combat knife (Close combat weapon)


·Frag grenades


·Krak grenades


 

 


 

Options:


·ARC Captains and ARC Commanders may purchase items from the Officers Items and Special Issue wargear lists.


·May include up to four additional ARC

Troopers.................................................. XX pts/model


· May upgrade to a maximum of one per detachment

the ARC Lieutenant to an ARC Captain ..........................................................................................................................................
XX pts

or ARC Commander..........................................................................................................
XX pts

 

·Up to two ARC Troopers may purchase items from
the Special Weapons list.


 

·Up to two ARC Troopers may purchase items from
the Special Issue Wargear list.


 

·  One ARC Trooper may carry a clarion
vox-caster................................................................ Xpts


 

· May purchase Night
vision........................................................................................
X pt/model


 

· The squad may take a Taurox Prime, Vendetta
gunship, or Valkyrie as a dedicated transport for the point cost listed in
their entry. If taken as an allied detachment, the squad may take any transport
from the allied codex for the points cost listed in their respective entries.


 

ARC Trooper Armoury


 

Officer Items

- Power weapon.................................. XX pts

- Power fist.......................................... XX pts

- Plasma pistol..................................... XX pts

- Refractor field................................... XX pts

- Auspex.............................................. XX pts

- Servo skull......................................... XX pts


 

Special Weapons

- ARC Combat shotgun........................ free

- Flamer............................................... XX pts

- Grenade launcher............................. XXpts

- Meltagun......................................... XX pts

- Plasma gun...................................... XX pts

- ARC portable missile launcher........ XX pts

- ARC long rifle................................... XX pts


 

Special Issue Wargear

- Melta bombs.................................... XX pts

- Locator beacon............................... XX pts

- Demolition charge.......................... XXpts

- Medi-pack...................................... XX pts

- Anti personal mines......................... XX pts


 

ARC Portable missile launcher

Frag missile - Range: 48” S: 4 Ap: 4 Type: Heavy 1, Blast.

Krak missile – Range: 48” S: 8 Ap: 2 Type: Heavy 1.


 

ARC Long rifle

Range: 36” S:X Ap:6 Type:  Heavy 1
Sniper.


 

ARC Combat Shotgun

Range:12” S:4 Ap: 6 Type: Assault 2


 

Anit personal mines

These are treated as defensive grenades.


 

Auspex

SEE CODEX:SM


 

Camo Cloak

A model wearing a camo cloak improves its cover

save by +1.


 

Night vision

Grants the night vision special rule.


 

Locator beacon

SEE CODEX:


 

Demolition charge

SEE CODEX:


 

Clarion vox caster

All friendly units using this special vox unit may use the ARC Captain/ARC
Commander’s Leadership for any Morale, Fear or Pinning tests. Furthermore, a
unit with a clarion vox caster re-rolls all unsuccessful order tests.


 

ARC Jet pack

A model equipped with an ARC Jet Pack changes its unit type to Unit Type: Jet
Pack Infantry


 

Refractor field

SEE CODEX:


 

Servo skull

SEE CODEX:


 

Medi-pack

SEE CODEX:


 

Commandos:

ARC Troopers are deployed to fulfil a key role in the execution of the battle.
As such they are equipped with only the best and most specialised load out. For
each unit of ARC Troopers you must select from the options below which armament
they will be equipped with in addition to their basic wargear. You may choose
one option from table A and one option from table B. *Note: different equipment
sets lend to them some special rules that only go with their respected set of
equipment.



A                            


 

Search and Destroy:                      

Wargear:


 

·ARC Camo Cloak


· Booby Traps


Special rules:


 

· Scouts

 

·Stealth


 

·         
Infiltrate


 

·Combat Engineers


Behind Enemy Lines:


Wargear:

 

-ARC Jet pack

 

Special rules:

 

·Make It Rain

 

· Hit & Run

 

·Grenade Pack


Hold The Line:


Wargear:

 

·Defensive grenades

 

·Cluster Mines


 

Special rules:

 

· Entrench

 

· Counter Attack


B

 

XXX:

 

· Armourbane

 

·  Tank Hunters

 

XXX:

 

· Fleshbane

 

·Monster Hunters


 

Booby Traps

D3+2 booby trap markers may be placed in any terrain on the table not
within the enemy deployment zone.  Should
the terrain be removed for any reason the booby trap is lost along with it.  The player controlling the booby trap may
choose to trigger it when any enemy model or unit moves through or into a piece
of terrain with a booby trap marker on it. Roll a D6: on a 4+ the booby trap is
triggered. On any other result it is a dud, remove the marker. The owner of the
target unit chooses a single model to take a S:8 Ap:2 hit with no cover save
allowed. Booby traps only work once, so remove the marker once the attack has
been made. Vehicles take the hit on their side armour.


 

Combat Engineers

When assaulting into any terrain a model with this rule is treated as being
equipped with breaching charges which grants them initiative of 10, so they
fight at the same time as the defenders. Furthermore, the defensive benefit
provided by a terrain piece is lost for the remainder of the game.

  A unit with this rule is treated as
being equipped with smoke grenades which may be used once per game in the
shooting phase instead of firing a weapon. When used they confer a 5+ cover
save until the start of the next turn for all modes (friend and foe) within 8”.
Note: the unit does not count as being in terrain if being assaulted.

  A unit with this rule is treated as
being equipped with grappling lines are wire cutters. They may re-roll
dangerous terrain tests.


 

Grenade Pack

Any time a unit with a grenade pack arrives by deep strike and does not
suffer a deep strike mishap, nominate one model to make a special grenade pack
attack with the following profile:

Range: 24” S: 4 AP: 4 Type: Assault 1, Blast, Ignores Cover.

*Note as this attack is made in the shooting phase a unit which made a grenade
pack attack can still shoot in the shooting phase; however, it must target the
same unit if possible.


 

Make it Rain

On the turn a unit deep strikes with this rule, its shooting attack
benefits from the twin-linked and pinning special rules.  


 

Entrench

Models with this rule improve their cover save by +2. Additionally, they
ignore the effects of enemy grenades for determining Initiative in assault.


 

Cluster Mines

If a unit with this rule has remained stationary in its preceding movement
phase, and is assaulted by an enemy unit, they treat any distance charged as
difficult and dangerous terrain.


 

Combat squads:

At the beginning of the game after the mission has been set but before
forces are deployed a unit of ARC Troopers which numbers either four or eight
models may split in half to form two smaller units that will act and be treated
as an independent unit from that point on.


 

Voice of command:

A model with this rule is known as an officer. An officer can issue one
order per turn. Orders are issued and their effects resolved at the start of
the shooting phase. If you have more than one officer, or an officer that can
issue more than one order, resolve each order one at a time. An officer can
attempt to issue an order provided he is not locked in combat, embarked on a
transport or building, falling back or gone to ground. Issuing and order does
not prevent the officers unit from acting later in that phase.


 

Issuing an order

To issue an order, declare the order your officer is attempting to issue and
select a single friendly non-vehicle unit within 18” of the officer (unless
otherwise stated) – this can be the officers own unit if you wish. We call this
unit the ordered unit. The ordered unit must then take a leadership test to see
if the order has been understood and acted upon. If the test is passed then the
order is successful and the order takes effect as described in its entry. If
test is failed the order does not take effect.

Unless the order causes the ordered unit to make a shooting attack or run,
receiving it does not prevent the unit from acting normally later in that
phase, whether the order was successful or not. Orders cannot be issued to an
embarked unit or units that previously received an order (whether or not that
order was successful). Unless otherwise stated orders cannot be issued to units
that are locked in combat, falling back or have gone to ground.

 

Chain of command

ARC Captains may issue one order from the following list of orders.

ARC Commanders may issue two orders from the following list of orders.


 

ARC Command Orders (better ones?)


 

‘Directed firestorm sanctioned!’

The ordered unit must make a shooting attack. When resolving this
attack, all models in the ordered unit have the ignores cover and precision
shot special rules.


 

‘Make it rain!’

The ordered unit must make a shooting attack. When resolving this
attack all models with hot-shot weaponry have the twin linked special rule and
fire one additional shot.


 

‘Fire at will!’

The ordered unit must make a shooting attack. When resolving this
attack the ordered unit has the split fire special rule.


 

‘Bounding overwatch!’

The ordered unit must immediately run then make a shooting attack or
make a shooting attack then run.


 

‘Supressive fire!’

The ordered unit must make a shooting attack. When resolving this
shooting attack all hot-shot weaponry may only make one shot but is treated as
having the sniper and pinning special rules. Furthermore the unit may not
charge in the ensuring assault phase.


 

‘Advance on target!’

The ordered unit gains the crusader special rule for the remainder of
the turn.


 

Dedicated Transports


 

Taurox Prime
 

Valkyries & Vendetta Gunships

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Please be careful when posting up rules, I've had to remove a few bits that were straight from the codex in their entirety.

 

As for the post itself, I think some context would be useful. I think it's safe to say you're trying to forge your own variation on the Scions but without anything more to go on it's going to be difficult for people to comment. Are you looking to revise your rules with feedback? What is your overall aim?

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