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Militarum Tempestus: Imperial Agents


Saintnz

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Imperial Agents


 

The Imperium of Man is a vast place sprawling with all
manner of Imperial agents that police maintain and keep vigil over the teeming
masses of humanity. Whether by happenstance or by sought out contract, military
authorities often employ Imperial agents to deal with delicate matters where
the 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+           30
per 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 through
cover, Hit & run, Fleet, Scouts, Relentless, Incognito, Gunslinger, Man on
a mission.

 -Combat Tactics, although agents often
work in pairs or teams, often the mission calls for them to work alone. To
represent this, units of imperial agents may split into smaller units. This
split unit is treated as an independent unit in its own right from that point
on and may rejoin its parent unit at any point during the battle. Furthermore
Imperial Agents may join other friendly units in the same manner as independent
characters.

  -Incognito, the agents are treated as
having the stealth and shrouded special rules.

 -Gunslinger, Imperial Agents add 1 to
the 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 are
deployed sparingly and only for good reason. As such after the mission has been
set but before deployment begins you must select a mission from the missions
list for your agents to complete.


 

Options                                May
Purchase 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 be
upgraded 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 a
unit 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 men
in high places that a certain someone needs to die.


The mission is to kill an enemy HQ unit/character by any means necessary. For
this mission Agents may allocate wounds against the target and re-roll all
to-hit and to-wound rolls made against the target. If this mission is
successful the killed target concedes triple victory points.


 

Behind enemy lines


Overt is the new covert. Sabotage and
espionage are the trademarks of Imperial Agents. As such their unique expertise
have been called on to disrupt the enemy.


The mission is to secure an objective deep within enemy lines. The agents
must take an objective that is in the opponent’s deployment zone. For this
mission the agents have the infiltrate, outflank and espionage rules. Furthermore,
once the Agents have secured the objective you count as scoring 1 more
objective; remove it from play, as the Agents seek to despoil the enemy’s
possible gains. +Espionage- At the start of the game, after deployment but
before scout moves are made you may place D3+1 counters anywhere in the
opponents deployment zone. These may be activated at the beginning of any of
your turns and have the following profile, Range: - S:4 Ap: 4 Type: Ordinance 1
Large Blast.


 

Recover and Detain

The capture of a certain individual is of
paramount importance to the Agents superiors. As such they have been dispatched
to 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 additional
D6” in the movement phase. To capture said model, the Agents must be in base
contact 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 the
unit but takes no action. The mission is successful if the target is returned
to the agent’s deployment zone and will concede triple victory points.


 

Hold at all costs

Dammed if you do dammed if you don’t. A
new 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 Imperial
Agents, but may be contested as normal) at least 6” outside your own deployment
zone. Then deploy the agents within 3” of this new objective. For this mission
the Agents have the feel no pain and counter attack special rules. Furthermore
they add ‘pinning’ to their weapon profiles. If this objective is held by the
Agents by the end of turn 4 you count as having an extra objective for
determining victory.


 

Search and Destroy

The agents superiors have given the rare
order for the agents to have free reign on the battlefield giving the command
to search and destroy with extreme prejudice.


The mission is for the agents to cause as much carnage as possible disrupting
the enemy’s battle plans. For this mission the agents have the Fleshbane,
armourbane, Monster hunter and Tank hunter special rules. Additionally when
throwing frag & krak grenades the agents have the twin-linked special rule.
Every unit the agents destroy (or take part in) the unit concedes double
victory points.

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.

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.

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