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Updating Militarum Tempestus into a Full(er) Codex


L30n1d4s

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Below are my ideas to flesh out/reinforce (and in some cases slightly modify current units and rules) the existing Militarum Tempestus codex to make a more truly complete, stand-alone (i.e. not needing allies to be able to handle all-comers) army list.

Thoughts, ideas, criticisms welcome! msn-wink.gif

SCIONS CODEX 2.0

-------------------------------------------------------------

I - NEW FORCE ORGANIZATION CHART

HQ

-Scion Command Squad

-Tempestor Prime Tyrioth (NEW; Tempestor Prime upgrade; Unique)

-Lord Commissar (gains Voice of Command, Move through Cover, and Deep Strike rules)

-Lord Commissar Furion (NEW; Unique)

----------

-1-3 Medics per detachment (NEW; do not take a FOC slot)

-1-3 Strike Officers per detachment (NEW; do not take a FOC slot)

-1-3 Commissars per detachment (NEW; do not take a FOC slot)

TR

-Scion Squad

-Tempestor Drakon (NEW; Scion Squad Tempestor upgrade; Unique)

-Tempestor Pathos (NEW; Scion Squad Tempestor upgrade; Unique)

EL

-Scion Stalker Squad (NEW)

-Scion Venator Squad (NEW)

-Scion Beowulf Squad (NEW)

FA

-Taurox Prime

-Valkyrie Squadron (Valkyrie gains the Sentinel Grapple wargear, allowing the Valkyrie to transport up to two Assault Sentinels in addition to the squad inside it)

-Assault Sentinel Squadron (NEW)

HS

-Vendetta Squadron (NEW; same as AM Codex)

-Taurox Cerberus Weapons Carrier (NEW)

-Scion Weapons Squad (NEW)

-------------------------------------------------------------

II - WARLORD TRAITS

1 - Dauntless Commander -- WL has Fearless USR.

2 - Grenadier -- WL and his unit can re-roll all To Hit rolls with Krak Grenades, Melta Bombs, Demo Charges, and Nova Charge (Relic) in shooting and close combat.

3 - Grav-Chute Commandos -- May re-roll all Reserve rolls for MT units in the same detachment in Deep Strike Reserve. All MT units from the same detachment arriving by Deep Strike only scatter D6."

4 - Drill Chief -- All MT units from the same detachment within 12" of the WL may add 6" to the range of the Hotshot Laspistols, Hotshot Lasguns, and Hotshot Volleyguns if they did not move in the previous Movement phase.

5 - Master of Tactics - WL has Hit and Run USR.

6 - Relentless Determination -- WL has Eternal Warrior USR.

-------------------------------------------------------------

III - MILITARUM TEMPESTUS ORDERS

1 - Directed Firestorm Sanctioned -- Unit gains TLed for all shooting.

2 - Autonomous Fire Sanctioned -- Unit gains Preferred Enemy for all shooting.

3 - Advance on Target Sanctioned -- Unit gains Crusader and Fleet.

4 - Close Assault Doctrine Sanctioned -- Unit gains Zealot.

5 - Suppression Doctrine Sanctioned -- Unit's Hotshot Laspistols/Lasguns gain Sniper and Pinning, but become Heavy 1 weapons.

6 - Elimination Doctrine Sanctioned -- Unit gain Tank Hunter and Monster Hunter, but must shoot at a vehicle or Monstrous Creature.

-------------------------------------------------------------

IV - MILITARUM TEMPESTUS RELICS

(1) - Tempestus Banner (MT Command Squad only) -- All MT units from the same detachment within 12" of the Banner have the Stubborn USR and all MT units from the same detachment within 6" of the Banner have the Shred USR for any shooting attacks.

(2) - Hotshot Gauntlets -- Pair of Power Fists that can be used in the Shooting phase with the following profile: 12" range S3 AP3 Assault 4.

(3) - Nova Charge -- Shooting weapon with the following profile: 9" range S10 AP1 Assault 1, Large Blast, Armourbane, One Use only.

(4) - Special Missions Vox (Tempestor Prime only) -- Gives Tempestor Prime the Senior Officer rule (can issue two orders a turn) and adds +1 to reserve rolls for any MT units from the same detachment.

(5) - Cloak of the Aquila -- If bearer is Warlord, may roll for two Warlord Traits (either from Militarum Tempestus WL Table, the rule book WL Table, or a mixture of both). Also, gives Militarum Tempestus detachment +2 to its Seize the Initiative rolls.

(6) - Magos Refractor Field (Lord Commissar only) -- Gives bearer and his unit a 5++ save. Once per game, may be "charged up" to give bearer and his unit a 3++ save until the end of the turn, but then does not work for the rest of the game.

-------------------------------------------------------------

V - MILITARUM TEMPESTUS WARGEAR

SPECIAL ISSUE EQUIPMENT (any character besides Medic/Strike Officer may take)

1 - Melta Bombs

2 - Blind Grenades

3 - Carapace Armor (Commissars/Commissar Lords only)

4 - Auspex (bearer may use in place of shooting; 12" range, reduces target's cover save by -1 for all friendly shooting from units from the same detachment for the rest of the shooting phase)

5 - Camo Cloak

MELEE WEAPONS (any character besides Medic/Strike Officer may replaced their Hotshot Laspistol and/or CCW with one of the following)

1 - Power Weapon

2 - Power Fist

3 - Hotshot Heavy Chain-pistol -- S User AP4, Shred

RANGED WEAPONS (any character besides Medic/Strike Officer may replaced their Hotshot Laspistol and/or CCW with one of the following)

1 - Bolt Pistol

2 - Plasma Pistol

3 - Hotshot Heavy Chain-pistol -- 9" range S4 AP3, Pistol

4 - Inferno Pistol -- 6" range S8 AP1, Pistol

5 - Hand Flamer -- Template S3 AP6, Pistol

-------------------------------------------------------------

VI - NEW UNIT PROFILES

HQ

*Tempestor Prime Tyrioth

Tyrioth has commanded the Arlloni Drakes for over a dozen years, leading them to countless triumphs through this superior planning, command and control, and training. Even among the lauded regiments of the Militarum Tempestus, Tyrionth's Drakes have established themselves as an "elite among the elite" and as a result have been entrusted with the most sensitive of missions. Essential to many of Tyrionth's victories is the relentless training regime he subjects his Scions to, particular in coordinating volleys of Hotshot weaponry to mass on the enemy in just the right angle and just the right moment. Tyrioth himself employs an advanced Hyperios Tactical Display during the heat of battle that allows him to deftly coordinate all units under his command with an almost unbelievable efficiency. During the Eldar raid on an Imperium Communications Station on the Moon of Durcath, Tyrioth rallied the four squads of Scions temporarily stationed on the moon for equipment testing to defend the station, setting up a brilliant holding action that allowed time for Imperial reinforcements to arrive and drive the Eldar raiders off. During the course of his defense, Tyrion coordinated ambushes and mutually supporting counter attacks so successfully that his Scions did not suffer a single casualty and wiped several entire squads of the elusive Warp Spider Aspect Warriors, catching them in criss-crossing grids of deadly lasfire as they materialized from their jumps through the immaterium.

WS5 BS5 S3 T3 W3 I4 A3 Ld10 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Power Sword

-Hotshot Laspistol

*Hyperios Tactical Display -- Gives one MT squad from the same detachment within 12" of the bearer the ability to choose to have one of the following rules each turn: Tank Hunters, Monster Hunters, or Overwatch at full Ballistic Skill.

Special Rules:

-Clarion Vox Net

-Deep Strike

-Move through Cover

*Senior Officer -- Have Voice of Command rule and can issue two orders per turn

*Fire Discipline -- All models in his squad may fire one more shot than they are normally allowed with their Hotshot Laspistol, Hotshot Lasgun, or Hotshot Volleygun.

**Warlord Trait -- Drill Chief

------------

*Lord Commissar Furion

Furion has worked with Scion Regiments almost his entire career and has become a legend within the Militarum Tempestus not only for his perfect record of victories on the battlefield, no matter how perilous the mission, but also for his ferociousness in battle and almost unquenchable thirst to lead his units into hand-to-hand combat against the most dire of foes. Furion himself has been wounded on innumerable occasions, resulting in replacement of extensive parts of his body with bionic replacements, but far from cooling his ador for close combat, it has merely made him more dangerous, with his enhanced arm giving him near super human strength and his sword, the Iron Blade (a gift from a Mecanichus Magos who Furion's strike force rescued on Elytrus IV) piercing the hide of even Tactical Dreadnought Armor.

WS6 BS5 S4 T3 W3 I4 A4 Ld10 Sv4+/5++

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Refractor Field

-Bolt Pistol

*Iron Blade -- S User AP2, Master-crafted

Special Rules:

-Deep Strike

-Move through Cover

-Voice of Command

-Rampage

-Independent Character

*Follow Me! -- Furion and all MT models in his unit have the Furious Charge USR.

**Warlord Trait -- Relentless Determination

------------

*Medic (1-3 per detachment; no FOC slot)

Given the tremendous investment in time, money, and equipment placed into every single fully trained Scion, it is little wonder that great care is taken to keep these soldiers in the fight, especially during the course of a vital mission, as so often the Militarum Tempestus are assigned. Consequently, Scion Regiments train far more Medics "per capita" than any other equivalent unit in the Astra Militarum. These Medics are not single mission specialist, however. Like all members of a Scions Regiment, they trained as elite warriors first and only take on their secondary role as a combat medic after successfully completing extensive service as front-line Scion trooper. Equally adept at using their Hotshot Laspistol to bring down a charging Khorne Bezerker as they are at providing life-saving treatment with trauma-ready medi-kits, Scion Medics are among some of the greatest force-multipliers available to any Tempestor Prime as he plans his mission.

WS3 BS4 S3 T3 W1 I3 A2 Ld8 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Hotshot Laspistol

-CCW

-Medi-Kit

Special Rules:

-Deep Strike

-Move through Cover

*Specialist -- Each Medic, Strike Officer, and Commissar must be attached to a Scion Squad, Scion Command Squad, Scion Weapons Squad, Scion Stalker Squad, or Scion Venator Squad before deployment and can never leave their squad from that point on. Only one of each Specialist type may be assigned to each squad from the list above.

------------

*Strike Officers (1-3 per detachment; no FOC slot)

Though Tempestus Strike Forces are known for being light, mobile, and hard-hitting, certain missions still require that they have access to firepower usually only found in heavily armored forces or Astra Militarum Artillery Regiments. To provide access to such firepower without negating the essential elements of speed and stealth that Scion Regiments depend on, the Scion Regiments have taken to attaching Strike Officers from the Imperial Navy to their squads on specific missions. These officers are equipped with Strike Relays that enable them to interface with Imperial Navy High-Altitude Bombers, precisely guiding their Blessed Ordnance onto the target at exactly the right moment during a Scion operation. Selection and training to be a Strike Officer in the Imperial Navy is a grueling process, since only the strongest, most-disciplined, most zealous of Officers can keep up with a Scion unit during its mission. In fact, the final phase of training for a Strike Officer consists of completing the entire Militarum Tempestus Trials of Discipline battle course which all Scions must successfully negotiate before they are allowed to join an active Scion Regiment. Service with the Scion Regiments is a highly sought after honor among the more zealous Naval Officers and once a Strike Officer proves his mettle in the fires of combat, he will be permanently attached to the Militarum Tempestus for the rest of his Imperial Service.

WS3 BS4 S3 T3 W1 I3 A2 Ld8 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Hotshol Laspistol

-CCW

*Aerial Strike Relay -- May call down an Aerial Strike anywhere in the model's LOS with the following profile:

Range 36" S8 AP3, Assault 1, Large Blast, Barrage, Sortie Re-arm

(Sortie Re-arm -- The Aerial Strike Relay may not be used any turn immediately after the turn it has been used previously, since the Strike Aircraft must return to base to re-arm before the next mission)

Special Rules:

-Deep Strike

-Move through Cover

*Specialist -- Each Medic, Strike Officer, and Commissar must be attached to a Scion Squad, Scion Command Squad, Scion Weapons Squad, Scion Stalker Squad, or Scion Venator Squad before deployment and can never leave their squad from that point on. Only one of each Specialist type may be assigned to each squad from the list above.

------------

*Commissar (1-3 per detachment; no FOC slot)

Renown for their iron discipline and indomitable zeal throughout the Imperium and especially in the vast ranks of the Astra Militarum, Comissars fulfill a similar but different role when serving with the elite Scion Regiments. While they still are responsible for ensuring that the mission is carried out ruthlessly and to the very letter of order from the senior commanders, Scion Troopers have such a high level of training and discipline that it is all but unheard of for them to require Commissar oversight to finish their mission. As a result, Commissars play a different role when attached to a Scion Strike Force, providing personal leadership from the front and issuing tactical orders to supplement (or, if he is killed, replace entirely) the role of the Tempestor Prime in charge of the mission. Since Commissars were selected and trained at the very same Schola Progenium as the Scions assigned to them, they are fully capable of leading from the front in even the most arduous of missions.

WS4 BS4 S3 T3 W1 I4 A2 Ld9 Sv5+

Wargear:

-Flak Armor (may upgrade to Carapace Armor)

-Frag/Krak Grenades

-Bolt Pistol (may upgrade to Plasma Pistol)

-CCW (may upgrade to PW or PF)

Special Rules:

-Deep Strike

-Move through Cover

-Voice of Command

-Stubborn

-Summary Execution

*Specialist -- Each Medic, Strike Officer, and Commissar must be attached to a Scion Squad, Scion Command Squad, Scion Weapons Squad, Scion Stalker Squad, or Scion Venator Squad before deployment and can never leave their squad from that point on. No more than one Specialist of each type may be assigned to each squad from the list above.

------------------------

TR

*Tempestor Drakon (replaces Scion Squad Tempestor)

Tempestor Drakon has established a reputation as one of the most capable air-assault leaders in the entire Militarum Tempestus, with his meticulous planning, training, and battle-field decision making ensuring that his squad always arrives exactly where its is supposed to arrive as part of the larger battle plan. Once they are on the ground, his Scion squad executes its mission as if it was a physical extension of Drakon's own body, so well experienced with his leadership that they can even anticipate his commands and be already executing them before he even gives a command. This intuitive teamwork and complete understanding of their leader's commander intent translates into a battlefield efficiency that verges on the super human and which has even garnered the grudging of allied Adeptus Astartes fighting alongside the Drakon's Scions.

WS4 BS5 S3 T3 W2 I4 A3 Ld9 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Two Master-crafted Plasma Pistols

Special Rules:

-Deep Strike

-Move through Cover

-Voice of Command

-Death from Above -- Drakon and his squad do not scatter when arriving from reserve by Deep Strike

------------

*Tempestor Pathos (replaced Scion Squad Tempestor)

Tempestor Pathos' talent at executing missions behind enemy lines sets hims apart from the other Tempestors within his Regiment, the Triatic Falcons, a unit already renown for its covert capabilities. In one of his most famous missions, Pathos led his squad of Scions for three months infiltrating a newly awakened Necron Tomb World, bypassing its Canoteptyk sentinels and mobilizing phalanxes of Necron Warriors to ultimately lay an ambush at the very heart of the Crypt-Core. There he and his squad infiltrated into the very throne room of the Necron Overlord Megathos and, dispatching the Overlord's Lych Guard with a precise volley of plasma fire, captured Meganthos himself with a barrage of disabling Haywire grenades (taken from dead Eldar pirates in an earlier mission) and then transported the immobilized Necron lord to the surface for extraction via one of the Regiment's Valkyries, where Meganthos was turned over to the Inquisition full its own veiled purposes.

WS5 BS4 S3 T3 W2 I5 A3 Ld9 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Hotshot Laspistol

-Power Sword

*Advanced Auspex -- Gives Pathos and his entire squad Ignore Cover

Special Rules:

-Deep Strike

-Move through Cover

-Infiltrate

-Scout

-Shrouded

------------------------

EL

*Scion Stalker Squad (3-10 per squad)

When a Militarum Tempestus strike force needs to be brought in precisely on target, a Tempestor Prime will deploy a squad of Scion Stalkers to covertly establish surviellance on the objective site and prepare for the follow-on Scion assault element. Stalkers are specially trained and selected to excell in infilitration techniques, enabling them to effectively shape the battlefield and ensure the success of the overal Militarum Tempestus mission with their invaluable reconnaissance and close combat skills. Scion Stalker squads are ideally equipped for operating in close quarters against heavily defended enemy positions and use their melta bombs, demo charges, and Scion Assault Launchers wreak havoc on opponent rear areas before they can react.

WS4 BS4 S3 T3 W1 I4 A2 Ld9 Sv4+

Wargear:

-Carapace Armor

-Frag Grenades

-Melta Bombs

-Two Hotshot Heavy Chain-pistols

-Augur Array

*For every three models, one model may take a Demo Charge

*For every three models, one model may take a Scion Assault Launcher armed with the following ammunition types (choose which to use each shooting phase):

-Frag Grenades -- 18" range S3 AP6 Assault 2, Small Blast

-Krak Grenades -- 18" range S6 AP4 Assault 2

-Blind Grenades -- 18" range S1 AP- Assault 1, Small Blast, Blind

-Rad Grenades -- 18" range S4 AP- Assault 1, Rad

(Rad -- Any unit with at least one model hit by a weapon with this rule has its T reduced by -1 until the next turn; this affects ID threshold)

Special Rules:

-Deep Strike

-Move through Cover

-Infiltrate

-Scout

*Mobile Forces -- May take a Taurox Prime, Vendetta, or Valkyrie as a DT

------------

*Scion Venator Squad (1-5 per squad)

Selected from amongst the very best marksmen in a Scion Regiment, Venators are deadly long-range killers whose surgical prosecution of xenos threats have often turned the tide in a critical moment of a Militarum Tempestus mission. Armed with deadly Hotshot Long Rifles and advanced Targeters, small Venator squads are capable of slaying an enemy warlord in a single, well-placed volley, be it a towering Tyranid Bion-monster or a cunning Dark Eldar Archon protected by an all but inpenetrable Shadowfield. As long-range fire support specialists, Venator Squads have proven time and again indespensable assets to Tempestus Primes as they lead their fellow Scion into the heat of battle.

WS3 BS4 S3 T3 W1 I3 A1 Ld9 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Hotshot Laspistol

*Camo Cloaks -- Gives +1 to models cover save or 6+ cover save in the open

*Hotshot Long Rifle -- 36" range SX AP3, Heavy 1, Sniper

*Targetters -- If model did not move in the previous Movement phase, then it gains +1 Ballistic Skill during the Shooting Phase

Special Rules:

-Deep Strike

-Move through Cover

-Infiltrate

-Objective Secured

------------

*Scion Beowulf Squad (3-6 per squad)

Just like their mythical namesake from ancient Terra, Scion Beowulf squads are specifically armed and trained to hunt the most fearsome monsters of an enemy army, be it the Wraith constructs of the Eldar Craftworlds, the Hive Tyrants of a Tyranid Splinter Fleet, or the Daemon Prince leading a Chaos Marine warband. To this end, they are armed with rare, but devastating, Grav weaponry normally used exclusively by Chapters of the Adeptus Astartes. It is a tribute to the elite nature of the Scion Regiments, as well as the high standing they have with the Adeptus Mechanicus, that they are entrusted with these rare heirlooms from millennia past to go into battle with. Using their Grav-guns to devastating effect, small Beowulf squads have helped snatched victory from the jaws of defeat on many a Tempestus mission, further adding the Scion Regiments' reputation for ruthless efficiency and skill in the face of impossible odds.

WS3 BS4 S3 T3 W1 I3 A1 Ld9 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Hotshot Laspistol

*Grav-gun -- 18" range SX AP2, Salvo2/3, Graviton, Concussive

Special Rules:

-Deep Strike

-Move through Cover

------------------------

FA

*Assault Sentinel Squadron (1-2 Assault Sentinels per Squadron)

Assault Sentinels are mobile, hard-hitting fire support platforms piloted by selected Scion troopers that can keep up with the rapid moving Tempestus Strike Groups. Compact in design and packing far more firepower than a "normal" Sentinel, Assault Sentinel can be air lifted in Valkyrie Transports with specially attached grappling systems or even inserted with Grav-Chutes along side Tempestus airborne spearheads. Once on the objective, they provide Scion troops critical Heavy Weapon support for clearing out defenses that they would otherwise not have access to in their austere, rapier-strike missions. Tempestor Prime Zothar once inserted a pair of Assault Sentinels by Grav-Chute behind Tau battle lines while his Scion squads held a critical mountain pass against a mix cadre of Kroot mercenaries and supporting Broadside Battlesuit Teams. The Kroot Canivores swarmed against the Scions holding the pass and were on the verge of overrunning the main Tempestus defensive position due to the deadly suppressive fire support provided by the Broadside High-Yield Missile Pods when the Assault Sentinels emerged from cover behind the Broadsides and slagged all six Battlesuits with searing Melta-Cannon blasts before they could even react, immediately changing the course of the battle and allowing the Scions to repulse the charging Kroot with a wall of Hotshot Lasfire.

WS3 BS4 S5 I3 A2 AV11/10/10 HP2

Wargear:

-Smoke Launchers

-Banewolf Chem Cannon (may replace with a Devildog Melta Cannon, an Exterminator Autocannon, or a TLed Multiple Rocket Pod)

Special Rules:

-Deep Strike

-Move through Cover

-Scout

------------------------

HS

*Taurox Cerberus Weapons Carrier

A fire support variant of the Taurox Prime that trades transport capacity for enhanced firepower, the Taurox Cerberus is literally built around the fearsome Cerberus Assault Cannon turret. In essence a larger, more deadly version of the Assault Cannon used by the Astartes, the Cerberus can engage a wide variety of targets with the different ammunition types available to is Tempestus crewmen, including aircraft with the Skybane ammunition, heavily armored vehicles with the Hypershot ammunition, and massed infantry with its Daggerstorm ammunition. This versatility makes the Taurox Cerberus an invaluable addition to any Tempestus strike force, enabling the Scion Commander to neutralize a wide-spectrum of potential threats with a single platform while the remainder of his force continues with the mission unmolested.

BS4 AV11/10/10 HP3

Wargear:

-TLed Cerberus Assault Cannon -- Each time it shoots, the Cerberus Assault Cannon must choose to use one of the following types of ammunition:

-Hypershot Ammo -- 36" S7 AP3, Heavy 4, Tank Hunters

-Skybane Ammo -- 36" S7 AP3, Heavy 4, Skyfire

-Daggerstorm Ammo -- 36" S7 AP3, Heavy 4, Shred

Special Rules:

-Fast Vehicle

-All-Terrain Vehicle (may re-roll failed Dangerous Terrain tests)

------------

*Scion Weapons Squad (3-6 per squad)

Scion Weapons squads provide critical fire base support during Tempestus operations, enabling Tempestus task forces to take on vastly superior foes and still emerge victorious. Composed of small teams equipped with rare Suspensor Harnesses to allow them to fire their heavy weapons on the move, Scion Weapon squads use a variety of anti-personnel weaponry to prosecute their targets, based on the mission. Against hordes of lightly armored troops in tightly confined spaces, such mobz of Boyz in the confines of an Orky Kill Kruiser, the Heavy Flamer is the weapon of choice. Against heavily armored foes at long range, like fearsome Traitor Marine Terminators or deadly Tyranid Carnifexes, Scion Weapon Squads will employ devastating incandescent blasts of Plasma Cannon fire. Finally, against heavy infantry of all types, be it Eldar Aspect Warriors, Tau Crises Suits, or phalanxes of relentless Necron Warriors, Scion Weapons squads will use the deadly Hotshot Volleygun to lay down curtains of armor piercing lasgun fire.

WS3 BS4 S3 T3 W1 I3 A1 Ld8 Sv4+

Wargear:

-Carapace Armor

-Frag/Krak Grenades

-Hotshot Volleygun (may upgrade to a Heavy Flamer or Plasma Cannon)

*Suspensor Harness -- Each model equipped with a Suspensor Harness gains the Relentless USR, but has its weapons range reduced by half (unless it is a Template weapon) if the model moved in the Movement phase.

Special Rules:

-Deep Strike

-Move through Cover

Looks like you spent a fair amount of time on this, it seems quite balanced. Though without point values for the new stuff the final result is unknown but the rules themselves look to be good without being OTT. Cerberus tank should be quite potent so I'm assuming it won't be cheap?

Does look like you've put thought into this.

 

Priority-wise though, before the addition of the additional support units and character types, I wish:

 

1. There were more options for Melta Bombs

2. There were more options for Voice of Command

Good work on this, some interesting ideas for sure. I'm cool with the codex as-is, but some new options like these would be nice.

 

I tend to agree with Kilofix, would like more availability for melta bombs and an HQ option that can issue more than one order.

My main thoughts on our codex are:

-Commisars need deep strike

-all characters need access to buy meltabombs

-vendettas (I mean really, the white dwarf said we would get them)

-a little forgeworld love (perhaps a lazcannon taurox?)

Appreciate the feedback and responses msn-wink.gif

Regarding more access to orders and Melta Bombs, if you look at my proposed additions, you will see:

-Commissars/Lord Commissars gain Voice of Command rule

-Special Character Tempestor Prime Tyrioth has ability to issue 2 orders/turn

-Special Character Tempestor Furion (Tempestor upgrade for a Scion squad) has the Voice of Command rule

-Relic Vox Caster gives a Tempestor Prime the ability to issue 2 orders/turn

-New Scion Stalker squad has Frag grenades and MBs (vice normal Krak grenades)

Also, regarding Commissars/Lord Commissars having Deep Strike, you will note that I included that in their rules. Regarding Vendettas, they are also in my proposed "Codex 2.0" as a Heavy Support choice.

So I think the ideas proposed above actually meet some of these concerns already msn-wink.gif

Yup! It is good, looking back through it my only concern is the lance shot. Lances tend to ne lowr strength, so either str 10 ap1 ordinace, or perhaps str 8 lance? But i do love this, as MT is not a real army due to lack of, well, everything.

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