Saintnz Posted April 24, 2014 Share Posted April 24, 2014 Imperial Agents The Imperium of Man is a vast place sprawling with allmanner of Imperial agents that police maintain and keep vigil over the teemingmasses of humanity. Whether by happenstance or by sought out contract, militaryauthorities often employ Imperial agents to deal with delicate matters wherethe surgeon’s scalpel is more appropriate than the butchers knife. WS BS S T W I A Ld Sv PTS 4 4 3 3 2 4 2 9 5+ 30per model Unit Composition: 2-4 Imperial Agents.Unit Type: Infantry (Character).Wargear: Bolt Pistol*, Combat knife ( ccw), Composite Flack Armour, Frag &Krak grenades.Special rules: Combat Tactics, Acute senses, Adamantium will, Move throughcover, Hit & run, Fleet, Scouts, Relentless, Incognito, Gunslinger, Man ona mission. -Combat Tactics, although agents oftenwork in pairs or teams, often the mission calls for them to work alone. Torepresent this, units of imperial agents may split into smaller units. Thissplit unit is treated as an independent unit in its own right from that pointon and may rejoin its parent unit at any point during the battle. FurthermoreImperial Agents may join other friendly units in the same manner as independentcharacters. -Incognito, the agents are treated ashaving the stealth and shrouded special rules. -Gunslinger, Imperial Agents add 1 tothe number of shots made with Type: Pistol weapons. Furthermore, with Type:pistol weapons they make precision shots on a 4+. -Man on a mission, Imperial Agents aredeployed sparingly and only for good reason. As such after the mission has beenset but before deployment begins you must select a mission from the missionslist for your agents to complete. Options MayPurchase up to 4 items from the list below in addition to set wargear -Boltgun*,**-Melta Bomb** -Heavy Stubber* -Demolition Charge** -Sniper Rifle* -Defensive Grenades**-Shotgun*,** -Night vision goggles**-Hotshot Laspistol -Digital weapons**-Combi-bolter -Master craft a weapon **-Plasma Pistol -Blind grenades**-Storm bolter* -Servo skull** -Flamer -Combat shield-Meltagun -Storm shield-Plasmagun -Locator beacon**-Grenade launcher -Composite Carapace Armour**-Heavy Flamer -Hotshot Lasgun-Multi-melta -Autocannon-Plasma cannon -Power Weapon-Missile launcher -Heavy bolter* -Lascannon -Power fist-Power Maul -Special issue ammunition. All weapons with an (*) may beupgraded at 5pts a weapon to have special issue ammunition.+Incendiary – Ignores cover.+Hellfire – Poisoned 2++Vengeance – Ap:3 Note: A maximum of 2 of the same item may be purchased by aunit of Imperial Agents.**Doesn’t count to item limit. Night vision goggles. Grants the night vision special rule.Master craft a weapon. Grants the master crafted special rule. Missions Assassination It has been deemed in dark alcoves by menin high places that a certain someone needs to die.The mission is to kill an enemy HQ unit/character by any means necessary. Forthis mission Agents may allocate wounds against the target and re-roll allto-hit and to-wound rolls made against the target. If this mission issuccessful the killed target concedes triple victory points. Behind enemy linesOvert is the new covert. Sabotage andespionage are the trademarks of Imperial Agents. As such their unique expertisehave been called on to disrupt the enemy.The mission is to secure an objective deep within enemy lines. The agentsmust take an objective that is in the opponent’s deployment zone. For thismission the agents have the infiltrate, outflank and espionage rules. Furthermore,once the Agents have secured the objective you count as scoring 1 moreobjective; remove it from play, as the Agents seek to despoil the enemy’spossible gains. +Espionage- At the start of the game, after deployment butbefore scout moves are made you may place D3+1 counters anywhere in theopponents deployment zone. These may be activated at the beginning of any ofyour turns and have the following profile, Range: - S:4 Ap: 4 Type: Ordinance 1Large Blast. Recover and DetainThe capture of a certain individual is ofparamount importance to the Agents superiors. As such they have been dispatchedto recover said individual. The mission is to capture a single enemy model with the Unit Type: Infantry(Character) in their profile. For this mission the Agents move an additionalD6” in the movement phase. To capture said model, the Agents must be in basecontact and inflict at least one wound. (The agents superiors want them alive!)Once captured the model moves with the agents as if it were a member of theunit but takes no action. The mission is successful if the target is returnedto the agent’s deployment zone and will concede triple victory points. Hold at all costs Dammed if you do dammed if you don’t. Anew objective of utmost importance has presented itself.As such the Agents are tasked with securing this new asset.For this mission place a new objective (that may only be held by ImperialAgents, but may be contested as normal) at least 6” outside your own deploymentzone. Then deploy the agents within 3” of this new objective. For this missionthe Agents have the feel no pain and counter attack special rules. Furthermorethey add ‘pinning’ to their weapon profiles. If this objective is held by theAgents by the end of turn 4 you count as having an extra objective fordetermining victory. Search and DestroyThe agents superiors have given the rareorder for the agents to have free reign on the battlefield giving the commandto search and destroy with extreme prejudice.The mission is for the agents to cause as much carnage as possible disruptingthe enemy’s battle plans. For this mission the agents have the Fleshbane,armourbane, Monster hunter and Tank hunter special rules. Additionally whenthrowing frag & krak grenades the agents have the twin-linked special rule.Every unit the agents destroy (or take part in) the unit concedes doublevictory points. Link to comment https://bolterandchainsword.com/topic/290054-militarum-tempestus-imperial-agents/ Share on other sites More sharing options...
WarriorFish Posted April 25, 2014 Share Posted April 25, 2014 I think some additional formatting could be useful, especially with the long list of upgrades! Like your other topic I think you need to put this into context with what you're looking for otherwise it's hard to try and help. Link to comment https://bolterandchainsword.com/topic/290054-militarum-tempestus-imperial-agents/#findComment-3663836 Share on other sites More sharing options...
shandwen Posted April 25, 2014 Share Posted April 25, 2014 So in a four man squad you could have two lazcannons and two plasma cannons. Cray-cray. Link to comment https://bolterandchainsword.com/topic/290054-militarum-tempestus-imperial-agents/#findComment-3664385 Share on other sites More sharing options...
Thunderhawk3015 Posted April 26, 2014 Share Posted April 26, 2014 I would tone down the options a bit and try to base their weapons off what they could feasibly carry over long distances. Also, the missions, maybe tone down the rewards, some of completion bonuses seem a bit stacked towards the person using them. Link to comment https://bolterandchainsword.com/topic/290054-militarum-tempestus-imperial-agents/#findComment-3664508 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.