Militarum Tempestus Command Squad
Astra Militarum
Keywords: Infantry • Grenades • Imperium • Militarum Tempestus • Command Squad • Character • Officer
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Tempestus Scion | 6" | 3 | 4+ | 1 | 7+ | 1 | — |
| Tempestor Prime | 6" | 3 | 4+ | 3 | 7+ | 1 | — |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Close combat weapon | — | Melee | 2 | 4+ | — | 3 | 0 | 1 |
| Tempestus dagger | — | Melee | 4 | 3+ | — | 3 | 0 | 1 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Bolt pistol | Pistol | 12" | 1 | — | 3+ | 4 | 0 | 1 |
| Flamer | Ignores CoverTorrent | 12" | D6 | — | N/A | 4 | 0 | 1 |
| Grenade launcher — frag | Blast | 24" | D3 | — | 3+ | 4 | 0 | 1 |
| Grenade launcher — krak | — | 24" | 1 | — | 3+ | 9 | -2 | D3 |
| Hot-shot lasgun | Rapid Fire 1 | 24" | 1 | — | 3+ | 3 | -1 | 1 |
| Hot-shot laspistol | Pistol | 12" | 1 | — | 3+ | 3 | -1 | 1 |
| Hot-shot volley gun | Rapid Fire 2 | 30" | 2 | — | 3+ | 4 | -1 | 1 |
| Meltagun | Melta 2 | 12" | 1 | — | 3+ | 9 | -4 | D6 |
| Plasma gun — standard | Rapid Fire 1 | 24" | 1 | — | 3+ | 7 | -2 | 1 |
| Plasma gun — supercharge | HazardousRapid Fire 1 | 24" | 1 | — | 3+ | 8 | -3 | 2 |
| Plasma pistol — standard | Pistol | 12" | 1 | — | 3+ | 7 | -2 | 1 |
| Plasma pistol — supercharge | HazardousPistol | 12" | 1 | — | 3+ | 8 | -3 | 2 |
Unit Composition
■ 1 Tempestor Prime
■ 4 Tempestus Scions
The Tempestor Prime is equipped with: bolt pistol; Tempestus dagger.
Every Tempestus Scion is equipped with: hot-shot lasgun; close combat weapon.
Unit Abilities
View Army Rule
If your Army Faction is ASTRA MILITARUM, OFFICER with this ability can issue Orders. Each OFFICER datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.
OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.
Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.
Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.
MOVE! MOVE! MOVE!
Add 3" to the Move characteristic of models in this unit.
FIX BAYONETS!
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
TAKE AIM!
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
FIRST RANK, FIRE! SECOND RANK, FIRE!
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
TAKE COVER!
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).
DUTY AND HONOUR!
Improve the Leadership and Objective Control characteristics of models in this unit by 1.
While this unit contains a Tempestor Prime, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Core Abilities
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Stratagems by Detachment
Bridgehead Strike
Bellicosa Drop
When: The Reinforcements step of your Movement phase.
Target: One ASTRA MILITARUM INFANTRY unit from your army that is in Reserves and has the Deep Strike ability.
Effect: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
Restrictions: Until the end of the turn, your unit is not eligible to declare a charge.
Firing Hot
When: Your Shooting phase.
Target: One MILITARUM TEMPESTUS or KASRKIN unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, when targeting an enemy unit within 12", improve the Strength and Armour Penetration characteristics of hot‑shot lascarbines, hot‑shot lasguns, hot‑shot laspistols, hot‑shot marksman rifles, hot‑shot volley guns and sentry hot‑shot volley guns equipped by models in your unit by 1.
Fire And Relocate
When: Your Shooting phase.
Target: One ASTRA MILITARUM unit (excluding TITANIC units) from your army.
Effect: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
Servo-Designators
When: Your Shooting phase, just after an ASTRA MILITARUM INFANTRY unit from your army has shot.
Target: That ASTRA MILITARUM INFANTRY unit.
Effect: Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
Aerial Extraction
When: End of your opponent’s Fight phase.
Target: One ASTRA MILITARUM unit from your army that is not within Engagement Range of one or more enemy units, if all of its models have the Deep Strike ability, or one VALKYRIE unit from your army that is not within Engagement Range of one or more enemy units.
Effect: Remove your unit from the battlefield and place it into Strategic Reserves.
On My Position
When: End of your opponent’s Fight phase.
Target: One REGIMENT INFANTRY unit from your army that is within Engagement Range of one or more enemy units.
Effect: Roll one D6 for each enemy unit within Engagement Range of your unit: on a 2+, that enemy unit suffers D6 mortal wounds. Then, your unit suffers 3D3 mortal wounds.
Combined Arms
Reinforcements!
When: Any phase.
Target: One INFANTRY REGIMENT unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
Effect: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.
Restrictions: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.
Flexible Command
When: Your Command phase.
Target: Any number of ASTRA MILITARUM OFFICER units from your army.
Effect: Until the end of the phase, your OFFICERS can issue Orders to REGIMENT units and SQUADRON units.
Inspired Command
When: Your opponent’s Command phase.
Target: One ASTRA MILITARUM OFFICER unit from your army.
Effect: Your OFFICER can issue one Order as if it were your Command phase.
Stalwart Protector
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One ASTRA MILITARUM VEHICLE unit from your army.
Effect: Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully visible to every model in the attacking unit because of your VEHICLE, that model has the Benefit of Cover against that attack.
Hammer of the Emperor
Final Hour
When: Your Command phase.
Target: One SQUADRON unit from your army that is Below Half-strength (excluding OFFICER units).
Effect: Until the end of the battle round, ranged weapons equipped by models in your unit (excluding [ONE SHOT] weapons) have the [HAZARDOUS] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.
Crash Through
When: Your Movement phase or your Charge phase.
Target: One ASTRA MILITARUM VEHICLE unit from your army that has not been selected to move or charge this phase.
Effect: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there.
Ablative Plating
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One ASTRA MILITARUM VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack
Mechanised Assault
Vox-relay
When: Your Command phase.
Target: One INFANTRY OFFICER unit from your army embarked within a TRANSPORT. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT.
Effect: Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to ASTRA MILITARUM TRANSPORT units from your army (excluding TITANIC units) regardless of the distance to and from your unit’s TRANSPORT.
Rapid Dispersal
When: Your Movement phase.
Target: One ASTRA MILITARUM INFANTRY unit from your army that disembarked from a TRANSPORT this phase.
Effect: Your INFANTRY unit can make a Normal move of up to D6".
Clear and Secure
When: Your Shooting phase.
Target: One ASTRA MILITARUM unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
Hasty Extraction
When: Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move. 
Target: One ASTRA MILITARUM INFANTRY unit from your army that was selected as a target of that charge.
Effect: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.
Move Out
When: End of your opponent’s turn.
Target: One ASTRA MILITARUM unit from your army.
Effect: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.
Recon Element
Scramble Field
When: Start of your opponent’s Reinforcements step.
Target: One ASTRA MILITARUM INFANTRY unit from your army.
Effect: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.
Courageous Diversion
When: Start of your opponent’s Shooting phase.
Target: One ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit from your army.
Effect: Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the hit roll.
Tanglefoot Grenades
When: Start of your opponent’s Charge phase.
Target: One ASTRA MILITARUM GRENADES unit from your army.
Effect: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
Scouting Outriders
When: End of your opponent’s turn.
Target: One ASTRA MILITARUM MOUNTED or ASTRA MILITARUM WALKER unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
Effect: Remove your unit from the battlefield and place it into Strategic Reserves.
Siege Regiment
Trench Fighters
When: Fight phase, just after an enemy unit has selected its targets.
Target: One ASTRA MILITARUM INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a REGIMENT model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
Over the Top
When: Start of your Command phase.
Target: One INFANTRY OFFICER model from your army.
Effect: Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly INFANTRY REGIMENT units, regardless of range to your model.
Flare Burst
When: Your Shooting phase.
Target: One ASTRA MILITARUM CHARACTER unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.