Saintnz Posted April 24, 2014 Share Posted April 24, 2014 ARC TroopersAdvance Recon Commandos are anelite independent branch of the Tempestus Militarum who excel in specialisedoperations of unconventional warfare. These tasks include raiding and espionage, guerrilla warfare andreconnaissance missions. They can be called upon to fulfil key roles onmilitary expeditions such as light infantry and shock troops. Conversely theycan act independently of the main military force infiltrating themselves deepinto enemy lines or act as scouts and harry an enemy’s flank with devastatingforce. For each unit of Imperial Agents you may take up to threeunits of ARC Troopers. ARC Trooper Squad XXPoints 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 LieutenantWargear: · 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 ptsor ARC Commander..........................................................................................................XX pts ·Up to two ARC Troopers may purchase items fromthe Special Weapons list. ·Up to two ARC Troopers may purchase items fromthe Special Issue Wargear list. · One ARC Trooper may carry a clarionvox-caster................................................................ Xpts · May purchase Nightvision........................................................................................X pt/model · The squad may take a Taurox Prime, Vendettagunship, or Valkyrie as a dedicated transport for the point cost listed intheir entry. If taken as an allied detachment, the squad may take any transportfrom 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 launcherFrag missile - Range: 48” S: 4 Ap: 4 Type: Heavy 1, Blast.Krak missile – Range: 48” S: 8 Ap: 2 Type: Heavy 1. ARC Long rifleRange: 36” S:X Ap:6 Type: Heavy 1Sniper. ARC Combat ShotgunRange:12” S:4 Ap: 6 Type: Assault 2 Anit personal minesThese are treated as defensive grenades. AuspexSEE CODEX:SM Camo CloakA model wearing a camo cloak improves its coversave by +1. Night visionGrants the night vision special rule. Locator beaconSEE CODEX: Demolition chargeSEE CODEX: Clarion vox casterAll friendly units using this special vox unit may use the ARC Captain/ARCCommander’s Leadership for any Morale, Fear or Pinning tests. Furthermore, aunit with a clarion vox caster re-rolls all unsuccessful order tests. ARC Jet packA model equipped with an ARC Jet Pack changes its unit type to Unit Type: JetPack Infantry Refractor fieldSEE CODEX: Servo skullSEE CODEX: Medi-packSEE 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. Foreach unit of ARC Troopers you must select from the options below which armamentthey will be equipped with in addition to their basic wargear. You may chooseone option from table A and one option from table B. *Note: different equipmentsets lend to them some special rules that only go with their respected set ofequipment.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 TrapsD3+2 booby trap markers may be placed in any terrain on the table notwithin the enemy deployment zone. Shouldthe terrain be removed for any reason the booby trap is lost along with it. The player controlling the booby trap maychoose to trigger it when any enemy model or unit moves through or into a pieceof terrain with a booby trap marker on it. Roll a D6: on a 4+ the booby trap istriggered. On any other result it is a dud, remove the marker. The owner of thetarget unit chooses a single model to take a S:8 Ap:2 hit with no cover saveallowed. Booby traps only work once, so remove the marker once the attack hasbeen made. Vehicles take the hit on their side armour. Combat EngineersWhen assaulting into any terrain a model with this rule is treated as beingequipped with breaching charges which grants them initiative of 10, so theyfight at the same time as the defenders. Furthermore, the defensive benefitprovided by a terrain piece is lost for the remainder of the game. A unit with this rule is treated asbeing equipped with smoke grenades which may be used once per game in theshooting phase instead of firing a weapon. When used they confer a 5+ coversave 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 asbeing equipped with grappling lines are wire cutters. They may re-rolldangerous terrain tests. Grenade PackAny time a unit with a grenade pack arrives by deep strike and does notsuffer a deep strike mishap, nominate one model to make a special grenade packattack 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 grenadepack attack can still shoot in the shooting phase; however, it must target thesame unit if possible. Make it RainOn the turn a unit deep strikes with this rule, its shooting attackbenefits from the twin-linked and pinning special rules. EntrenchModels with this rule improve their cover save by +2. Additionally, theyignore the effects of enemy grenades for determining Initiative in assault. Cluster MinesIf a unit with this rule has remained stationary in its preceding movementphase, and is assaulted by an enemy unit, they treat any distance charged asdifficult and dangerous terrain. Combat squads:At the beginning of the game after the mission has been set but beforeforces are deployed a unit of ARC Troopers which numbers either four or eightmodels may split in half to form two smaller units that will act and be treatedas an independent unit from that point on. Voice of command:A model with this rule is known as an officer. An officer can issue oneorder per turn. Orders are issued and their effects resolved at the start ofthe shooting phase. If you have more than one officer, or an officer that canissue more than one order, resolve each order one at a time. An officer canattempt to issue an order provided he is not locked in combat, embarked on atransport or building, falling back or gone to ground. Issuing and order doesnot prevent the officers unit from acting later in that phase. Issuing an orderTo issue an order, declare the order your officer is attempting to issue andselect a single friendly non-vehicle unit within 18” of the officer (unlessotherwise stated) – this can be the officers own unit if you wish. We call thisunit the ordered unit. The ordered unit must then take a leadership test to seeif the order has been understood and acted upon. If the test is passed then theorder is successful and the order takes effect as described in its entry. Iftest 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 thatphase, whether the order was successful or not. Orders cannot be issued to anembarked unit or units that previously received an order (whether or not thatorder was successful). Unless otherwise stated orders cannot be issued to unitsthat are locked in combat, falling back or have gone to ground. Chain of commandARC 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 thisattack, all models in the ordered unit have the ignores cover and precisionshot special rules. ‘Make it rain!’The ordered unit must make a shooting attack. When resolving thisattack all models with hot-shot weaponry have the twin linked special rule andfire one additional shot. ‘Fire at will!’The ordered unit must make a shooting attack. When resolving thisattack the ordered unit has the split fire special rule. ‘Bounding overwatch!’The ordered unit must immediately run then make a shooting attack ormake a shooting attack then run. ‘Supressive fire!’The ordered unit must make a shooting attack. When resolving thisshooting attack all hot-shot weaponry may only make one shot but is treated ashaving the sniper and pinning special rules. Furthermore the unit may notcharge in the ensuring assault phase. ‘Advance on target!’The ordered unit gains the crusader special rule for the remainder ofthe turn. Dedicated Transports Taurox Prime Valkyries & Vendetta Gunships Link to comment https://bolterandchainsword.com/topic/290053-arc-troopers-militarum-tempestus/ Share on other sites More sharing options...
WarriorFish Posted April 25, 2014 Share Posted April 25, 2014 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? Link to comment https://bolterandchainsword.com/topic/290053-arc-troopers-militarum-tempestus/#findComment-3663831 Share on other sites More sharing options...
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